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Kartik Kumar
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English, Japanese
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20s
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Full time
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Kartik Kumar
Block
English, Japanese
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20s
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Full time
View details
Close
Pulse Awakening Trial (Phase 3)
Each recruit walks through a Pulse Trial Hall with different chambers.
Whichever chamber reacts to them reveals their Pulse.
Ember Pulse
Chamber: Burning Core Room
A large ember crystal glows with heat.
Test:
The recruit places their hand near the crystal.
Result:
Most people feel burning heat.
Ember users cause the crystal to ignite brighter and sparks appear around them.
Instructor:
“Ember Pulse confirmed.”
Storm Pulse
Chamber: Tempest Corridor
The room fills with strong wind currents.
Result:
Storm users cause the wind to circle around them like a mini storm.
Tide Pulse
Chamber: Flowing Basin
A circular pool of water surrounds the recruit.
Result:
If they have Tide Pulse, the water rises and flows toward them.
Iron Pulse
Chamber: Steel Pressure Hall
Heavy metal pillars stand in the room.
Result:
Iron users cause the metal pillars to vibrate or slightly bend toward them.
Lightning Pulse
Chamber: Thunder Conductor Room
Electric rods surround the recruit.
Result:
Lightning sparks begin jumping between rods toward the recruit.
Frost Pulse
Chamber: Frozen Core
Ice crystals fill the room.
Result:
Frost users cause ice patterns to grow around their feet or hands.
Poison Pulse
Chamber: Venom Garden
Toxic mist plants release poison gas.
Result:
Poison users make the gas swirl around them without harming them.
Rhythm Pulse
Chamber: Resonance Hall
Large crystals react to heartbeats and vibration.
Result:
Rhythm users cause the crystals to pulse in sync with their heartbeat.
Void Pulse
Chamber: Gravity Sphere
A floating black sphere bends space slightly.
Result:
Void users cause space distortion and the sphere pulls toward them.
Instructor reaction:
“Void… rare.”
Shadow Pulse
Chamber: Shadow Mirror Room
Bright floor lights create strong shadows.
Result:
Shadow users cause their shadow to move independently or stretch unnaturally.
Your Pulse System Summary
Pulse
Style
Ember
fire / heat attacks
Storm
wind + storm power
Tide
water control
Iron
defense / metal
Lightning
speed / electric attacks
Frost
ice control
Poison
toxins / corrosion
Rhythm
vibration / sound
Void
gravity / space
Shadow
stealth / darkness.
Pulse Awakening Trial (Phase 3)
Each recruit walks through a Pulse Trial Hall with different chambers.
Whichever chamber reacts to them reveals their Pulse.
Ember Pulse
Chamber: Burning Core Room
A large ember crystal glows with heat.
Test:
The recruit places their hand near the crystal.
Result:
Most people feel burning heat.
Ember users cause the crystal to ignite brighter and sparks appear around them.
Instructor:
“Ember Pulse confirmed.”
Storm Pulse
Chamber: Tempest Corridor
The room fills with strong wind currents.
Result:
Storm users cause the wind to circle around them like a mini storm.
Tide Pulse
Chamber: Flowing Basin
A circular pool of water surrounds the recruit.
Result:
If they have Tide Pulse, the water rises and flows toward them.
Iron Pulse
Chamber: Steel Pressure Hall
Heavy metal pillars stand in the room.
Result:
Iron users cause the metal pillars to vibrate or slightly bend toward them.
Lightning Pulse
Chamber: Thunder Conductor Room
Electric rods surround the recruit.
Result:
Lightning sparks begin jumping between rods toward the recruit.
Frost Pulse
Chamber: Frozen Core
Ice crystals fill the room.
Result:
Frost users cause ice patterns to grow around their feet or hands.
Poison Pulse
Chamber: Venom Garden
Toxic mist plants release poison gas.
Result:
Poison users make the gas swirl around them without harming them.
Rhythm Pulse
Chamber: Resonance Hall
Large crystals react to heartbeats and vibration.
Result:
Rhythm users cause the crystals to pulse in sync with their heartbeat.
Void Pulse
Chamber: Gravity Sphere
A floating black sphere bends space slightly.
Result:
Void users cause space distortion and the sphere pulls toward them.
Instructor reaction:
“Void… rare.”
Shadow Pulse
Chamber: Shadow Mirror Room
Bright floor lights create strong shadows.
Result:
Shadow users cause their shadow to move independently or stretch unnaturally.
Your Pulse System Summary
Pulse
Style
Ember
fire / heat attacks
Storm
wind + storm power
Tide
water control
Iron
defense / metal
Lightning
speed / electric attacks
Frost
ice control
Poison
toxins / corrosion
Rhythm
vibration / sound
Void
gravity / space
Shadow
stealth / darkness.Pulse Awakening Trial (Phase 3)
Each recruit walks through a Pulse Trial Hall with different chambers.
Whichever chamber reacts to them reveals their Pulse.
Ember Pulse
Chamber: Burning Core Room
A large ember crystal glows with heat.
Test:
The recruit places their hand near the crystal.
Result:
Most people feel burning heat.
Ember users cause the crystal to ignite brighter and sparks appear around them.
Instructor:
“Ember Pulse confirmed.”
Storm Pulse
Chamber: Tempest Corridor
The room fills with strong wind currents.
Result:
Storm users cause the wind to circle around them like a mini storm.
Tide Pulse
Chamber: Flowing Basin
A circular pool of water surrounds the recruit.
Result:
If they have Tide Pulse, the water rises and flows toward them.
Iron Pulse
Chamber: Steel Pressure Hall
Heavy metal pillars stand in the room.
Result:
Iron users cause the metal pillars to vibrate or slightly bend toward them.
Lightning Pulse
Chamber: Thunder Conductor Room
Electric rods surround the recruit.
Result:
Lightning sparks begin jumping between rods toward the recruit.
Frost Pulse
Chamber: Frozen Core
Ice crystals fill the room.
Result:
Frost users cause ice patterns to grow around their feet or hands.
Poison Pulse
Chamber: Venom Garden
Toxic mist plants release poison gas.
Result:
Poison users make the gas swirl around them without harming them.
Rhythm Pulse
Chamber: Resonance Hall
Large crystals react to heartbeats and vibration.
Result:
Rhythm users cause the crystals to pulse in sync with their heartbeat.
Void Pulse
Chamber: Gravity Sphere
A floating black sphere bends space slightly.
Result:
Void users cause space distortion and the sphere pulls toward them.
Instructor reaction:
“Void… rare.”
Shadow Pulse
Chamber: Shadow Mirror Room
Bright floor lights create strong shadows.
Result:
Shadow users cause their shadow to move independently or stretch unnaturally.
Your Pulse System Summary
Pulse
Style
Ember
fire / heat attacks
Storm
wind + storm power
Tide
water control
Iron
defense / metal
Lightning
speed / electric attacks
Frost
ice control
Poison
toxins / corrosion
Rhythm
vibration / sound
Void
gravity / space
Shadow
stealth / darkness.Pulse Awakening Trial (Phase 3)
Each recruit walks through a Pulse Trial Hall with different chambers.
Whichever chamber reacts to them reveals their Pulse.
Ember Pulse
Chamber: Burning Core Room
A large ember crystal glows with heat.
Test:
The recruit places their hand near the crystal.
Result:
Most people feel burning heat.
Ember users cause the crystal to ignite brighter and sparks appear around them.
Instructor:
“Ember Pulse confirmed.”
Storm Pulse
Chamber: Tempest Corridor
The room fills with strong wind currents.
Result:
Storm users cause the wind to circle around them like a mini storm.
Tide Pulse
Chamber: Flowing Basin
A circular pool of water surrounds the recruit.
Result:
If they have Tide Pulse, the water rises and flows toward them.
Iron Pulse
Chamber: Steel Pressure Hall
Heavy metal pillars stand in the room.
Result:
Iron users cause the metal pillars to vibrate or slightly bend toward them.
Lightning Pulse
Chamber: Thunder Conductor Room
Electric rods surround the recruit.
Result:
Lightning sparks begin jumping between rods toward the recruit.
Frost Pulse
Chamber: Frozen Core
Ice crystals fill the room.
Result:
Frost users cause ice patterns to grow around their feet or hands.
Poison Pulse
Chamber: Venom Garden
Toxic mist plants release poison gas.
Result:
Poison users make the gas swirl around them without harming them.
Rhythm Pulse
Chamber: Resonance Hall
Large crystals react to heartbeats and vibration.
Result:
Rhythm users cause the crystals to pulse in sync with their heartbeat.
Void Pulse
Chamber: Gravity Sphere
A floating black sphere bends space slightly.
Result:
Void users cause space distortion and the sphere pulls toward them.
Instructor reaction:
“Void… rare.”
Shadow Pulse
Chamber: Shadow Mirror Room
Bright floor lights create strong shadows.
Result:
Shadow users cause their shadow to move independently or stretch unnaturally.
Your Pulse System Summary
Pulse
Style
Ember
fire / heat attacks
Storm
wind + storm power
Tide
water control
Iron
defense / metal
Lightning
speed / electric attacks
Frost
ice control
Poison
toxins / corrosion
Rhythm
vibration / sound
Void
gravity / space
Shadow
stealth / darkness.
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