Codex of Essence

CODEX OF THE ESSENCE: A Sacred Chronicle of the Members, Houses and Their Hidden Currents

























Introduction

Introduction: The Essence is no mere set of numbers — it is the lifeblood of our kind. It waxes and wanes, it flows and is stolen, it burns and is hoarded. Each stat within this Codex is a manifestation of your Immortal condition. Heed these words, for ignorance leads only to decay.
Basics, How to Use the HUD:

1) Add the HUD. It will appear on your screen.
2) Click the center of the HUD where it says "The Essence".
3) Click the Ouroboros to "Forge" UnNaturals (Humans) if they are not already Forged. You may Scan them first to tell this.

Buttons below the Ouroboros:
1st Button: Your personal stats
2nd Button: Scanner (scans all within about 4 meters)
3rd Button: Gather Essence
4th Button: Go to website and get information
5th Button: Change HUD color




The Essence is always in development and things may be adjusted to keep the system fair and combat abuse.













Demons

Demons are companion familiars within The Essence that require care and attention.
Each Demon is unique — with millions of possible color and appearance combinations, no two will ever be the same.


Rez your Demon and touch it.
Use Change until you find a color, name, and configuration you like.
Hit Set: this permanently locks your Demon’s name and appearance. Once set, it cannot be changed.
Afterward, a second menu becomes available.

Feed transfers 111 Essence from you to the Demon and restores its Health to 100%. Each feed increases Wellbeing.

Love is a stat displayed on the website. You may hit this up to Once each 12 hours. It costs nothing but increases the Demon’s Wellbeing.

Essence Vital Flux for Demons:
A Vital Flux Vial allows you to increase the Demon’s Vital Flux and adds a bit to Wellbeing.
After filling the vial, place it near your Demon — it will slowly drain the vial over time. The vial must be Active for this to occur.
Filling costs you 111 Reliquary.

Demons lose some Health and Vital Flux each hour. If Health reaches 0, the Demon will die after a day and its stats will be wiped.
To revive a dead Demon, simply feed it again.

Owning and maintaining healthy Demons grants you a small Or’e bonus.

Levels are based on Wellbeing:

< 1 'The Fading Shade'
< 2 'Ash-Bound Wretch'
< 3 'Withered Imp of the Void'
< 4 'Trembling Emberling'
< 5 'Gloom-Born Servitor'
< 6 'Hollow-Eyed Stalker'
< 7 'Nightclaw Initiate'
< 8 'Shadow Vein Acolyte'
< 9 'Bleaktooth Adept'
< 10 'Dreadflame Disciple'
< 11 'Umbral Rite Adherent'
< 12 'Blight-Forged Harbinger'
< 13 'Oath-Bound Hellion'
< 14 'Netherblood Exarch'
< 15 'Abyssal Baron'
< 16 'Ebon Marquis of the Veil'
< 17 'Voidborne Count'
< 18 'Stygian Duke of Ruin'
< 19 'Infernal Lord'
< 20 'Archdemon Sovereign of Oblivion'













Essence

The Essence: “The blood of shadows, the current of eternity.”
You cannot Gather Essence from other Originals that have chosen a Race. You may however, transfer Essence using The Book of Essence Transfer.
If an Avatar is Race 'Freeman' you can Gather Essence from it.

Core Currency
Fuel for spells, curios & relics
ActionEffect on Essence
Feed from Humans / Gather from world+ Essence
Suffer the Curse of about 2% per day (This amount can change unexpectedly)- Essence
Gifted by allies or via House rites+ Essence
Fuel Spells+ or − Essence
Transfered to Relquary − Essence
Drained by others− Essence












Tarot

Tarot: “Reading ones' fortune.”


The Essence Tarot is a new addition to the system and will be under constant development.

Collecting the cards effects Or'e in a positive way.
Each of the 86 cards can be earned through specific actions.
Once you receive a card, you’ll need to touch it to register it on the official website: https://theessencesl.com/tarot/essence_tarot.html Your name will then appear on the site, and a “1” will be placed under the card you registered.
Duplicate cards will not affect your statistics.
You may receive duplicate cards from objects that give cards at random, but keeping them serves no purpose.
Card can be purchased with either 1001 Essence or 1001 Essence Reliquary. The vendor is at the store.

Taromancy + Magic
Taromancy + Magic is based on how many Tarot Readings you perform plus perform Magic-actions.
Reading cards and number of cards earned adds some number to the Taromancy value.
Performing magic actions adds to the total Taromancy + Magic value.

Levels based on number of cards earned:
Neophyte 01-12
Initiate 13-25
Adept 26-38
Diviner 39-51
Oracle 52-64
Prophet 65-77
Ascendant Seer 78-85
Eternal Seer 86

Tarot Items:
Essence Tarot Fortune 1 to 7 Cards: A menu-driven globe that offers readings with 1, 3, 5, or 7 cards. It draws only from the cards you already own and reveals a fortune based on the selection. Each reading costs 111 Reliquary and grants +5 Vitalis and +0.1 Magic. Your total Vitalis and Magic are displayed on the main Tarot page. Touch the cards to clean them up.

The Tarot Card Vendor: (In store only for now): Lets you purchase cards with either Essence or Reliquary at a rate of 1001/card.

The Essence Three Card Tarot: Is a deck that reveals three cards when touched. It does not award or register cards in the way described above.















Vitalis

The Vitalis: “The spark of life, burning in the heart of sorcery.”
Spells eat away at Vitalis but Casting more Spells increases your daily gain of Vitalis. Certain Relics may award Vitalis.

Casting Stamina
Influenced by Sorcery tier
ActionEffect on Vitalis
Daily increase per Sorcery tier+ Vitalis
Certain rituals or blessings+ Vitalis
Casting Vitalis-draining spells− Vitalis
Cursed relics or curios−/+ Vitalis
Offering Vitalis in sacrifice− Vitalis
Do nothing and accumulate a slight amount per day+ Vitalis








Ore

The Or'e: “The black stone of foundation, drawn from Humans and the abyss.”
The Or'e is the primary Measure by which you and your House are judged.

All Actions Effect Or'e
ActionEffect on Or'e
Increase Essence+ Or'e
Own Demons+ Or'e
Increase Reliquary+ Or'e
Transfer Essence to Reliquary- Or'e
Rewards from Curios or Houses+ Or'e
Belong to a House other than Shadows (Adds about 1%)+ Or'e
Casting Spells (SpellWright Score)+ Or'e
Collecting Essence Tarot cards+ Or'e
Forging Humans without feeding on them− Or'e
Sapping Humans (Profound effect) − Or'e




Reliquary (Essence Reliquary)

The Reliquary / Essence Reliquary: “The Sanctified vault where Essence is preserved.”

The Reliquary: What you can do with this magical object is store Essence in it. It will accept 5000 Essence at a time. It is intended to store Essence generated by Thralls for later transfer to their Masters. Each player, Original or Minion, needs their very own reliquary and each reliquary stores an unlimited amount! The great benefit of this is that stored Essence never evaporates. It is not subject to any loss ever. Each reliquary stores an unlimited amount. Stored Essence has no effect on your Stats. Each day a small amount of Essence is generated but you can only remove what you place into the Reliquary. On the web page you will see a column next to Essence named Reliquary. This will show everyone how much you have stored. There may be other hidden bonuses to having and using a reliquary. You can purchase "Essence Relic of Transfer 50 Reliquary to 50 Essence" to transfer Reliquary to Essence so your Thrall can be harvested.

Secure Storage
Protects against loss
ActionEffect on Reliquary
Channel excess Essence into Reliquary to save Essence from The Curse+ Reliquary
Some Successful Rituals+ Reliquary
Touching certain Relics+ Reliquary
Sacrifice in blood rites− Reliquary




SpellWright (Sorcery)

The SpellWright: “The ladder of mastery, ascended rung by rung.”
The SpellWright score increases as you Cast Spells. Spells may be Cast more than once (reused) but most Spells need to be re-purchased after one use. Some Spells can be Cast once a day or week but may not count towards increasing SpellWright score.

Determines magical potency
Influences daily Vitalis

Ranks

RankRange
Neophyte0.1–1.0 — The first trembling step upon the path, untested and fragile in the currents of Essence.
Acolyte1.1–2.0 — A seeker who bends the knee to mystery, beginning to sense the hidden forces at work.
Adept2.1–3.0 — Skill awakens; symbols and shadows bend faintly to your will.
Invoker3.1–4.0 — At this level, your words carry weight, summoning the unseen into trembling form.
Thaumaturge4.1–5.0 — Worker of wonders; you manipulate the fabric of hidden laws with growing command.
Magister5.1–6.0 — Teacher and keeper of secrets, your presence commands respect among the lower ranks.
Warden6.1–7.0 — Guardian of thresholds, you stand as sentinel between worlds, vigilant and unyielding.
Archon7.1–8.0 — Ruler of hidden dominions, your authority radiates like a crown of unseen fire.
Arcanist8.1–9.0 — One with the arcane itself, you no longer borrow power—you embody it.
Sovereign9.1–999 — Master of all currents, crowned in absolute dominion; none stand above you in the hierarchy of Essence.

How it changes

ActionEffect on SpellWright
Casting spells successfully+ SpellWright




Wisdom

The Wisdom: “Sight beyond sight — the quiet art of knowing which thread to pull.”

Guidance & Insight
Gates clues, stabilizes risks

What Wisdom Is

Wisdom measures your discernment — how well you read the world’s currents, choose profitable actions, and avoid ruin. High Wisdom unlocks deeper clues, improves success odds on difficult workings, and slightly steadies volatile forces like Animus Flux. A bonus of Essence is given each day depending on your Wisdom Level.

Ranks

TitleMeaning
RecklessNew to The Essence, or worn thin by neglect—standing at the edge of dissolution, perilously close to exile.
CleverStill raw, yet beginning to catch the whispers of your environment—the faintest glimmers of awareness.
CannyThird step upon the path; instincts sharpen, and patterns begin to reveal themselves in shadow.
ForesightfulThe veil parts slightly—you read tomorrow in the echoes of today.
ReflectiveThe fifth step; wisdom deepens, for you now see the mirror of consequence in every act.
TactfulMeasured words, precise steps—your tongue and hand move with deliberate design.
ShrewdAt the seventh rise, you pierce facades and note the motives beneath—nothing goes unseen.
InsightfulIllumination grows within; you discern the essence hidden behind form.
PragmaticNo longer distracted by illusions, you grasp only what is useful and true.
ClairvoyantThe tenth ascent: visions of what lies ahead dance vividly in your inner sight.
AstuteAt eleven, the mind sharpens into a blade—keen, quick, and unerring.
AcuteYour awareness is honed to piercing clarity; subtle shifts do not escape your gaze.
PerspicuousThirteenth step: your thoughts and revelations ring with rare lucidity—crystal truths in dark waters.
SapientA sage’s aura surrounds you; you begin to embody wisdom itself.
OracularWords spill like prophecy; your voice echoes with the inevitability of fate.
LucidSixteenth rise: clarity shines through you, untainted by shadow, illuminating the path for others.
TranscendentYou step beyond the mortal veil, touching truths unbound by flesh or time.
GnosticKnowledge fuses with being; you no longer learn—you simply are knowing.
EnlightenedA radiance of comprehension, where mysteries bow to your grasp.
OmniscientThe summit—twentieth crown. All paths, all currents, all fates converge in your sight. You are the all-seer.
Noetic
Hierophantic
Metagnostic
Aeon-Minded
Absolute

How Wisdom Changes

ActionEffect on Wisdom
Solving lore puzzles & deciphering clues+ Wisdom
Increasing Animus Flux+ Wisdom
Increasing Essence+ Wisdom




Animus Flux

“The tide of chaos, the storm within.”
Animus Flux is complex, it is a dualistic, Jungian archetype which form a syzygy, or the union of opposing forces. It is affected by many things such as Age, F:E, Essence and Reliquary Levels, Thralls owned and possibly more. It has effect on your Wisdom level and Wisdom level has a small effect on a daily bonuses.

Volatile Power
Risk–reward mechanic
ActionEffect on Animus Flux
Creation of Thralls (Up to 4 only)+ Animus Flux
Increasing Essence+ Animus Flux
Increasing Essence Reliquary (Gain is Less than Essence)+ Animus Flux
Increasing SpellWright+ Animus Flux
Increased F:E− Animus Flux













Houses & Allegiances

Houses & Allegiances: To belong to a House is to weave your fate into a greater tapestry. Each House subtly alters your gains and losses:
To join a House obtain the Artifact `Essence The Nocturne Pactstone` and choose a house from the menu. There are planned advantages of joining Houses.
Rankings: Houses are ranked by the average Or'e of the top 1/2 of all members and also the total number of members boosts the ranking Or'e value.

HouseTendency
ShadowsAll Originals start here. It is the Commoner's House but there may be strength in numbers.
LilithDeep and everlasting connection to the traits of the Dark Mother.
BathoriForged from a union of both the Draculesti and the progeny of Lilith.
VarcolacThe Varcolac are undead creatures who hold the power of shapeshifting and are said to feed on the energies of the Sun and the Moon.
DraculestiBoasts a bloodline going back untold generations. They fuel their immortality by devouring the essence contained in blood.
NoctuliusOf all the Bloodlines, this is perhaps the least understood, the darkest, and the most alien or monstrous.
WitchFireAdded most recently, WitchFire is a house of those who choose, for the most part, to practice magic.
DamnedThe House of the Damned is no true lineage, nor a bloodline of choice. It is the ledger of the fallen, a gathering place for those whose reserves have withered away to nothing. Members are automatically cast into here that allow Essence to drop to zero.








Originals & Thralls

RoleNature & Effects
OriginalsAre those who Gather The Essence. They generate stats naturally; gain daily Vitalis by Sorcery tier; stand at the center of webs and rites.
ThrallsBound servants; echo portions of their master’s gains/losses; mechanics determined by link rules. Thralls gain both Essence and Reliquary. Thralls accumulate any amount of Reliquary but can only possess 5000 Essence - any more all Essence and Reliquary is lost if not harvested from them before this limit is reached.
















Laws of Flow

  • Every gain casts a shadowed cost.
  • Essence feeds Or'e. Reliquary sustains Essence. SpellWright commands Vitality.
  • Animus Flux is gift — manage it wisely.
  • Houses tilt the currents; Originals anchor them; Thralls echo them.
















Items in The Essence

  • Essence HUD: The mechanical interface to Secondlife. It is worn on CENTER only. Always ADD never wear
  • Essence Book of Blood Bonding: Stand close to it with your partner and be Bonded. Menu-driven. To use it two avatars must be present. The owner enters their UUID followed by (Choose any name for partner). The Blood bond stat will now reflect whatever name you entered.
  • Essence Book Change Race: Set your race. Follow the menu.
  • Essence Book of Thrall: Allows you to create a Thrall. Read the instructions given to proceed. There are several slight advantages to creating a Thrall. The limit is 4 Thralls.
  • Essence Book Set Your Profile Bio. Say something short about yourself and it will appear in the Originals Profile Page.
  • Essence Book Set Your Title
  • Essence Book Set Your Proper Name
  • Spells and Rituals

  • Essence Spells and Rituals: There are many for purchase. See 'About Spells'. Some are single-use and others can be used over and over.
  • Essence Curios: You need these to Cast Spells. There are currently 31. Only purchase the ones you need. These can be used for several different spells depending on Spell requirements.
  • Timed Items

  • Essence Lamp Aether Gather: Touch this to start a 60-minute cycle to Gather Reliquary. I can gain a total of 333 Reliquary per day.
  • Essence The Book of Renewal: Touch once a day to earn a small random amount of Essence. Adds 1 to grnd/affm
  • Essence Urn of Daily Grounding: Gives a small amount of Essence Reliquary when touched. It can be used 1 time per day.
  • Essence The Artifact Lilith Vitalis: Gives a random amount of Vitality. Can be used once every 3 days.
  • Essence Spells: Summon Vlad Dracula: Once a day. Reward: There's a 90% chance this gives a random amount of Essence on completion and a 10% chance Vlad is in a bad mood and will remove 500 Essence from you.
  • Essence Ethereal Auguary: Once a day. Gives a small amount Essence, Reliquary and Vitalis.
  • Transfer Power

  • Essence Book Transfer Essence: Lets you transfer Essence from one player to another. Menu-driven.
  • Essence Reliquary: Used to transfer Essence Reliquary from user to user. You can transfer 5000 Essence per Action
  • Essence Vase of Transfer Vitalis: Transfer any available amount of Vitalis to from any Original to any Original.
  • Tarot

  • Essence Tarot Card Vendor: This is instore only and allows you to purchase cards with Essence or Reliquary at 1001/card.
  • Essence 3 Card Tarot: A simple deck that deals 3 cards; past-present-future. This does not give cards.
  • Miscellaneous

  • Essence Spirit of Redemption: One time use. Used to erase a Sapped.
  • Essence Potion of 100 Essence: This can be purchased in the store. It is one-time use and gives 100 Essence to the owner. The potion blood type must match the owner's blood type, or it takes away 50 Essence. These potions are Transfer and intended to be given as gifts. There are 8 blood type potions available to match the intended type. It is not a cost-effective way to increase your Essence value.








The Essence: Blood Type

  • There are 9 Essence types that are possessed by all beings and determined at the time of birth. Denoted by ordered Blood Types: O+, A+, B+, AB+, O-, A-, B-, AB-, TOXIC. Blood types determine how much Normals regenerate total Essence.
  • Each UnNatural regenerates their Essence depending on Blood Type. AB neg being the highest at 666 Essence.
  • TOXIC Blood type is very rare and UnNaturals that possess this type never regenerate and remain at 0 Essence.
























The Essence: The Three Types of Beings

“There are only three types of beings in The Essence.”

  • Originals: Those that are members of The Essence. This includes Thralls.
  • UnNatural: Human Avatars that have not been Forged
  • Natural: Human Avatars that have been Forged and thus generate Essence at 1 per day up to their limit based on blood type.




















The Essence: The Many Types of Beings

“The Diverse World of The Essence”
To Set your Race obtain the Essence Book Change Race

  • Freeman: All Essence beings start as a Freeman, save those Humans that become Forged as something different. All Freeman can be fed upon - this includes Freeman Originals.
  • Minion: Rare Natural.
  • Uncanny: Rare Natural.
  • Familiar: Rare Natural.
  • BloodDoll: Rare Natural.
  • BlackSwan: Rare Natural.
  • Vampire: Originals Race only.
  • Succubus: Originals Race only.
  • Incubus: Originals Race only.
  • Lycan: Originals Race only.
  • Demon: Originals Race only.
  • Witch: Originals Race only.
  • Thrall: Originals Race only. Servants of the Originals.
  • Ultra Rare Naturals: Veylar, Tenebrael, Oblivionite, Anachrion, Ecliptari.
  • Fairy Shifter: Outlier Race that mysteriously appeared but cannot be chosen.
  • Tester: From time to time, you may see this Race as someone that is watching over the inner working of The Essence.
  • The Great Mystery: The God of Essence that Forges new Essence members.

  • Probabilities
  • Freeman — 95.0%
    Minion — 1.0%
    BloodDoll — 1.0%
    BlackSwan — 1.0%
    Uncanny — 1.0%
    Familiar — 0.5%
    Veylar — 0.1%
    Tenebrael — 0.1%
    Oblivionite — 0.1%
    Anachrion — 0.1%
    Ecliptari — 0.1%













The Thrall: Servant of the Original

“The Thrall: Servant of the Original”
So you want a Thrall?

  • Limit Thralls to 4. Possessing >4 has no effects on your stats. Thralls are a separate “race” all their own.
    Like the name implies, A Thrall is a human that is magically enthralled and serves a Vampire, Succubus/Incubus, Demon, Lycan.
    A Thrall enjoys serving and helping their Maker. They have the ability to help their Maker in many interesting ways. They tend to exhibit a touch of magical ability simply because they are so closely connected to one of the fully transformed Race types.

  • Here are the steps for making a Thrall:

    1. After the avatar has been forged by the Maker, the soon to be Thrall will also have to get and wear the Essence HUD. (The avatar who wants to be a Thrall must also purchase the `Essence Book of Thrall` to change their race to Thrall. Only the Thrall can buy the book he or she will use to make their pact with their Maker! It cannot be gifted or bought for them).

    2. The Maker of the Thrall must forge the person who will become their Thrall. THIS IS IMPORTANT! If the person you wish to have be your Thrall has been forged by someone else whoever Forged him or her will be the Maker! Check and make sure YOU are the person who first Forged your intended Thrall by using the Orchid Get My Forger Name.

    3. After the avatar has been forged by the Maker the soon to be Thrall will take out the Thrall book he or she purchased and touch it. They will then be told to touch the Magic Orbs above the book. Once they have done that the bond between the Maker and the avatar has occurred and the transformation is complete!

  • Important Things to know about a Thrall:
  • A Thrall cannot feed. A Thrall can forge! They can help their makers in this way :)
    Example:
    If you get your Thrall to forge for you, then YOU eat what they forge for you, your F:E ratio stays low giving you a better Ore' score! :)
    A Thrall cannot be fed upon by anyone! If the Maker wishes to give a Thrall Essence the Maker must use a Book of Essence transfer (or another Essence transfer device when such become available).
    A Thrall will gain Essence points each day until it hits 5000. After it hits 5000 Thralls are punished each Monday by losing all Essence and Reliquary so get it transferred before then. Thus, you may choose to transfer Essence from the Thrall to yourself.
    A Thrall's Essence can attain 5000 only but can generate unlimited Essence Reliquary. Thralls having >5000 Essence are punished each Monday by losing all Essence and Reliquary so get it transferred before then. https://theessencesl.com/thralls.php
    Having a Thrall increases its Makers Animus Flux and thus Wisdom! Higher wisdom levels imparts an Essence bonus to the Maker that increases as the wisdom level does!
    Again, only 4 Thralls can be made per Original. If you make more they will not help with your stats.

  • Why should you have a Thrall?
    A Thrall is closely connected to its Maker. Having a Thrall under your spell is a unique shared experience for both you and the Thrall! One day perhaps, your Thrall may wish to become a fully Immortal being just like its Maker! :) All of the strongest Immortals typically have at least one Thrall!












The Essence: A Word on The Gathering

“A Word on The Gathering”

  • Once a Gathering cycle begins you may move away or even TP out - the cycle will continue until it ends. Time in seconds may depend on the date or day of the week. The normal weekday cycle is 235 seconds The normal weekend cycle is 125 seconds
    *Advanced Only:
    You can set the Gathering cycle duration from 30-500 seconds by typing /555 (number) AFTER you start a cycle. This feature is intended to make the cycle shorter of longer depending on the Essence value of the avatar you are Gathering from. It's up to you to use this feature wisely and make your own notes of how many seconds you want to feed. The new Gather cycle must be set each time you feed, or it remains the default duration.

    If you Over Gather (Reduce someone to 0) you will be awarded a Sapped which has profound negative effects on your Or'e. To absolve yourself from Sapped, purchase a 'Spirit of Redemption'.

    Special feeding rates:
    You get 4x essence per Human on these special days: -
    04/30/2025 Walpurgisnacht
    11/29/2025 St. Andrews Night
    12/21/2025 Longest Night
    10/30/2025 Samhain
    10/31/2025 Samhain
    All Weekends 2x Gather