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Kigal-Note
Kigal-Note
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Miscellaneous
Primary Attribute: Fire

Category: Primary attribute.
Sub-category: Heat

The Fire attribute. Represented by the color red and governed by the Ultimate Goddess of Fire, Agnir. 

Fire is an offensive-heavy attribute with little-to-no experience with defensive skills. They can set up fences and walls of fire, but as it is an energy-related attribute, those defenses are of little use. Therefore, Fire is often used by classes and races that rely on heavy firepower. Though, Fire can also be used to generate illusions or to heal wounds, as seen with the more prominent users of Fire.

Fire comes along with the Burn status ailment, which reduces one's HP and can reduce movement abilities if it is applied to certain locations.

Monsters that can be connected to the Fire attribute are the Salamander, various types of reptiles, spirit foxes, and the well-known Phoenix. 

Composition Attribute: Magma

Category: Composition attribute.
Components: Fire + Earth.
Sub-categories: Heat, Landscape, Fluid

The Magma attribute is a common-to-find attribute in volcanos and deeply underground caverns with access to real lava/magma. 

Like the Fire attribute, Magma has incredible offensive capabilities, and it can also be used for defensive purposes, as well as being used as distractions and hinders. The downside with this attribute is that it lacks many magical measures outside of calling normal magma.

Like Fire again, this attribute is good with the Burn status ailment.

Monsters commonly seen with Magma are...monsters that live in volcanos. Dragons, Wyrms, and Wyverns are top picks among these creatures, but there are also quite a few demons as well. Fiend-type demons are especially popular. 

Composition Attribute: Obsidian

Category: Composition attribute.
Components: Fire + Earth + Darkness
Sub-categories: Crystalline, Reflective

The Obsidian attribute is a darker and edgier (pun not intended) alternative to the Crystal and the Mirror attributes. Its type of aether can be located in volcanic areas where natural obsidian is formed.

Obsidian has a much higher attack power compared to Crystal, mostly due to the increased sharpness of its skills. It can also be used to collect negative powers and amplify them, but it cannot store them for long amounts of time. Also, Obsidian-type skills are extremely frail, so it is a poor fit for defense-type skills.

Due to its extremely useful nature as a conduit for negative powers, some Obsidian skills can inflict status ailments related to the Curse ailment. 

Obsidian creatures are generally volcanic in their origin and are therefore often found in volcanic caves where they hide, as they share the attribute's fragile status, which forces them to rely on sneak attacks most of the time. 

Composition Attribute: Ash

Category: Composition attribute.
Components: Fire + Death.
Sub-categories: Remnant.

The Ash attribute is often linked to the Heat-category skills such as Fire. The stand-alone Ash-types are generally located in the remains of lost civilizations, or other forms of ruined areas. 

Ash is a more versal attribute than one would guess. It has the power to reawaken the fire that "was once used to burn the object to ashes", create large dunes of ash to act as a shield, or even be used as a catalyst for medicines or removing filth. And since it's ash, materials that has been burned down, it has a great efficiency against energy-type attacks. It is burned down already, after all. The downside is that, as one can guess, Ash is far from a "strong" attribute. Despite its many fields of usage, the effects still pale compared to other more specialized attributes.

Ash can inflict Burn to a target, as well as the "Ashen" status ailment. Someone inflicted with Ashen will look like they have layers of grey soot on them which acts as shields to potentially block the user from being afflicted with a different status ailment. 

Ash-type creatures are generally the same as Fire-type creatures or creatures that can be connected to decay and ruin. The undead has many Ash-type creatures, rats that can be found in abandoned cities are often Ash, and some broken mechanical monsters qualifies as well.

Composition Attribute: Smoke

Category: Composition attribute.
Components: Fire + Wind + Death.
Sub-categories: Gaseous, Toxic

The Smoke attribute is easily discovered among the Fire-type attributes such as Fire itself, Magma, and more. It is almost impossible to find a Smoke-based creature without a connection to Fire. If they were, they would need to be close to 100% smoke.

Smoke can utilize smoke, harden it into a solid mass, poison targets by forcing them to breathe in the smoke, be used as a catalyst for different types of magic, or simply act as a smokescreen. This attribute has many tricks under its belt, but it lacks weight for a warrior, so magicians and scouts are more likely to use it. Though, smoking is a favored method of cooking, so cooks may favor it above other attributes.

Smoke can inflict the Poison status ailment, which lowers the target's HP every 10 seconds, and while not directly an ailment, the attribute can be used to block people's sight and sense of smell.

Smoke-type creatures are often those capable of flight, such as birds or living clouds of smoke, or creatures that can act as furnaces and produce their own smoke. The Furnace Tortoise is a good example of this.

Composition Attribute: Gunpowder

Category: Composition attribute.
Components: Fire + Metal + Chaos.
Sub-categories: Construct, Burnable, Force

The Gunpowder attribute is commonly found within caves that contain sulfur or other highly explosive materials. 

Skills related to Gunpowder are highly explosive. Be it for crafting or fighting, these skills focus solely on making things go "Boom". It can work as a highly combustible smokescreen, enhance physical attacks (with a nasty recoil), add some extra force to long-range projectiles, or set up traps. If it is explosible, you can bet that there is a skill for it within this attribute.

Monsters that are part of the Gunpowder attribute are most often either mechanical monsters with a focus on guns, self-destructing monsters like the Bomber demons, or monsters that are related to explosive minerals such as the Sulfur Slug.

Composition Attribute: Smelt

Category: Composition attribute.
Components: Fire + Metal.
Sub-categories: Construct, Heat, Metallic, Fluid

The Smelt attribute is commonly found in areas where metals are melted due to high temperatures. It can be in "natural" forges, or Dungeons with a smith-based theme. 

Smelt is heavily focused on crafting. It is said to be the attribute attributed to blacksmiths. As one can expect from this, the class has access to multiple crafting skills related to metallurgy. Other uses are limited, yet they exist. Covering one's weapon with hot molten metal, controlling molten metal to attack their opponents, and even producing walls with them are all part of the deal. Unlike the Magma attribute, Smelt focuses more on the quality of the "product" rather than the quantity, so there are few AoE skills compared to the volcanic attribute.

As it is a Heat-type attribute, Smelt can inflict the Burn status ailment onto targets.

Monsters that use Smelt are often mechanical, have great crafting abilities, can survive even in environments that consist only of molten metal, or are creatures that are made out of molten metal.

Composition Attribute: Wax

Category: Composition attribute.
Components: Light + Earth + Life.
Sub-categories: Construct, Burnable, Fluid

The Wax attribute is an attribute that is difficult to find in the wild. It is closely related to the Life and Oil attributes, has a connection to Fire, yet is quite similar to Amber, and even after all this, is still a unique attribute. It is easy to find in more modern areas such as Dungeons compared to the wildlands. 

Wax is mostly used for crafting skills, but it can also be used to trap people with wax that can be solidified into something as hard as steel, or harder depending on what skills are used. It can freely change from fluid to solid shape, so using weapons made out of wax is also possible. 

Even so, Wax has a weakness against Heat-based attributes, so there is an elemental game of rock-paper-scissor when one is using this attribute.

Wax-type creatures are more often artificial than not. This extends to dolls, sculptures, or tools that have gained a life of their own. Non-artificial examples include creatures who can produce wax on their own, or creatures with an instinctive ability to create and control wax.

Primary Attribute: Water

Category: Primary attribute.
Sub-category: Fluid

The Water attribute. Represented by the color blue and governed by the Ultimate Goddess of Water, Lusalki. 

Water is an attribute with a high degree of freedom. It can be used as a blunt weapon, for slashing attacks, for defense, and much more. While it does require a certain finesse from the user, Water can be used for practically anything. It does have a lack of unique traits though.

Water-type skills can also inflict the Drowning status ailment, which artificially replicates the drowning state, preventing the target from breathing and lowering their SP.

Water monsters are most commonly found in freshwater fishes, animals that live in water-based biomes, and certain spirits. 

Composition Attribute: Ocean

Category: Composition attribute.
Components: Water + Order
Sub-categories: Fluid, Landscape

The Ocean attribute is an obvious find in the great seas. It is often seen as a "bigger brother" of the Water attribute, but Ocean has its traits that Water misses. 

Ocean focuses on producing massive attacks such as gigantic waves to fend off attackers. It can also replicate strong sea currents, foam to guard against attacks, and much more. Anything you can find in the sea, you can find in this attribute. Due to this, many of the skills found here may be connected to other attributes as well. Do note that this attribute can only use seawater, so no skills of this attribute can produce drinking water.

Like Water, or maybe more so, the Ocean attribute has many skills related to the Drowning status ailment. 

As one can guess, the Ocean attribute is found in sea creatures. Be it sea fishes, sea birds, or even sea turtles! In addition, species that have evolved to adapt to the ocean are almost guaranteed to have this attribute under their belt.

Composition Attribute: Oil

Category: Composition attribute.
Components: Water + Fire + Death
Sub-categories: Fluid, Burnable, Remnant

The Oil attribute is quite difficult to find normally, but they are most prominent in oil fields or similar areas. 

Oil has many areas of use. They can be used as fuel for Mechanical-based creatures and items, they can be used for cooking, improving fires, turning stuff slippery, and much more. It may not be impressive on its own, but Oil is excellent as a support-type attribute for other attributes. 

Unlike other fluid-type attributes such as Water and Ocean, Oil does not have many skills related to the Drowning status ailment. However, it has many skills that can enhance the Burn status ailment, even if it cannot inflict Burn on its own.

There are many different kinds of monsters with the Oil attribute. This is due to the number of areas where the Oil attribute can be found being quite variated. From camel-species in the desert to fish-type monsters in the sea, to boars who love to roll themselves in oil in the forests. 

Composition Attribute: Bubble

Category: Composition attribute.
Components: Water + Wind
Sub-categories: Fluid, Gaseous

The Bubble attribute is quite a unique attribute. It can be close to any areas that are related to any other Fluid-type attribute, therefore granting it this classification, and they are also pretty common in environments up in the skies that allow non-flying creatures to live there, justifying its Gaseous nature. 

The Bubble attribute has a "trapping" focus, meaning it is excellent to keep people trapped. It also can be used as a distraction, to transport people and items, and it is extremely cheap to use. Not to mention it can harmonize with practically any other attribute, one way or another.

Bubble-type monsters come in three categories, normally. First is the kind that lives in the ocean or lakes that uses bubbles to trap its prey. Second is the kind that lives in the skies by using bubbles to float around. And finally, the third kind. The type of monsters that are literally made up of bubbles. 

Composition Attribute: Ink

Category: Composition attribute.
Components: Water + Earth + Darkness
Sub-categories: Fluid, Construct

The Ink attribute is difficult to find in "natural" monster habitats. It is more common to find in ancient ruins, grand libraries, and in some rare cases, at "ink springs". Who knew those existed?

The Ink skills are generally focused on creating. Be it text, pictures, dyes, tattoos, or anything else that can be considered a type of painting/writing. While most of the skills are focused on crafting, there are some attack-type skills as well. The most notable ones are the "attribute colors", a bunch of skills that reproduce the other attributes in one way or another, either to be used as direct attacks or to enhance other skills, spells, or arts.

While Ink itself has no special status ailments it specializes in, it can recreate most attribute-focused ailments by using specialized skills.

Ink-type creatures are generally living books, creatures that focus on the art of writing (in some sorta fashion), and creatures that create their own ink.

Primary Attribute: Wind

Category: Primary attribute.
Sub-category: Weather, Force

The Wind attribute. Represented by the color green and governed by the Ultimate God of Wind, Nirmer. 

The Wind attribute is a high-speed, fast-striking attribute that can be used for practically anything. Attack? Throw a wall of wind at the enemy. Defense? Make the wall from before stationary in front of you. Speed? Do we even need an explanation for that? The sole downside is that Wind has practically no connection to more "mystical" abilities, as it relies on the more "physical" moves through strong or weak gusts of winds. 

Wind does not use any status ailments on its own, but it can assist other attributes with their jobs. Such as increasing the heat of a fire to inflict Burn, blowing poison dust to inflict Poison, or bringing cold winds to inflict Freeze. 

Monsters that can be connected to the Wind attribute are generally the type of monsters that has access to flight abilities. Birds, flying insects, and more.

Composition Attribute: Steam

Category: Composition attribute.
Components: Fire + Water
Sub-categories: Heat, Gaseous

The Steam attribute is an uncommon, yet powerful find in nature. Mostly because it is often found in areas with natural hot springs, which can lead to natural treasure chests in the form of rare minerals, and possible future health spas. Discovering aether of this attribute can also act as a warning, as these areas can often be highly unstable and dangerous. In that, Steam is (surprisingly) a treasure hunter's most valued attribute.

Steam-type skills are using hot boiling water and steam to attack with, so they are less likely to be useful in a defensive manner. However, their attack power is excellent to the point it's ridiculous. In addition, Steam can be used in more untraditional ways, such as empowering engines in vehicles, creating steam with healing properties, and more. 

Steam has access to the special status ailment known as "Scald". In practice, it works exactly like the Burn status ailment, but the damage from Scald is Water-based instead of Burn's Fire-based damage, which means one requires different resistances if one wishes to prevent taking too much damage from this ailment.

Steam-type monsters are found in hot spring areas, or areas with lots of geysers. What sort of monsters they are variates depending on the nearby ecosystems.

Composition Attribute: Cloud

Category: Composition attribute.
Components: Fire + Water + Order
Sub-categories: Weather, Gaseous

The Cloud attribute is only able to be found in the skies, but in return, it is (obviously) the MOST common attribute to find there. 

Cloud-type skills create clouds with various properties. They can be solid, create rain, snow, lightning, and much more. It's difficult to use a pure Cloud skill offensively, but if one adds secondary attributes or effects to it, then Cloud can result in quite the unpredictable method of attacking. Just like the weather. In addition, Cloud-type skills are highly geared toward the ability to fly in the sky.

Cloud has access to no status ailments on its own, but it has great chemistry with attributes that do, such as Snow and Lightning.

Cloud-type attribute holders are often birds or other flight-focused species. Interestingly, among the dragon species, only the Loongs have an affinity toward the Cloud attribute.

Composition Attribute: Scent

Category: Composition attribute.
Components: Wind + Life + Death
Sub-categories: Gaseous

The Scent attribute is the attribute related to smells. Be it good or bad, Scent can be found anywhere in nature that can be connected to "strong fragrances". Though it is still considered secondary to the main sources of the smells, such as flowers or gases, Scent-type creatures and items are often a "rarity found hidden within the ordinary". 

Scent-type skills are desperately lacking in raw offensive and defensive powers. As one could guess, smells have no physical mass or mystical powers, so the most these skills can do is to heal others with therapeutic fragrances, or kill the opponents' noses with the worst smell ever. It also has tracking-type skills that follow a target's scent.

Scent has two status ailments it is strong with; Charm and Fear. The Charm ailment comes from skills that focus on nice-smelling fragrances, while Fear comes from the bad-smelling ones. Advanced Scent skills may also obtain Instant-Death effects as a bonus. The worst way possible to die...

Scent attribute holders are often plant-type monsters, animated gas-type monsters, and some extremely smelly beasts and fishes. The latter one is feared by all sailors on Terra Sol. 

Composition Attribute: Vibration

Category: Composition attribute.
Components: Wind + Metal + Chaos
Sub-categories: Force

The Vibration attribute is an extreme rarity to find. It is restricted to only powerful monsters with high physical attack power, as the attribute is solely created to be used in battle. 

As mentioned, Vibration is a battle-orientated attribute. It can enhance slashing attacks' power levels to ridiculous degrees, make blunt attacks be felt straight into the core of the target's body, create disrupting walls that fend off most, if not all, attacks, and can even be used to sense vibrations in the ground. It can even be considered a blessing that this attribute is so rare to find in nature...

Vibration has no specific status ailments, but it is helpful with inflicting "Weakness" and "Fragile" status ailments, which respectively reduce the infected target's attack and defensive powers.

Vibration attribute users are separated into two categories: the battle-harden beasts of nature, most often gigantic animals, or the miner-type monsters who drill tunnels and excavate gems and dirt to feed on. Moles and ants are often part of the latter category.

Composition Attribute: Music

Category: Composition attribute.
Components: Wind + Order
Sub-categories: Construct

The Music attribute is an attribute of art. It is difficult to find in the wild nature, as it can generally only be produced on purpose. However, few areas may have an almost miraculous construction that allows mother nature herself to create music. These areas are considered holy grounds for musicians who practice this attribute.

As one can probably guess, Music attribute skills focus on using music to perform different deeds. This includes anything from altering people's mental state to using music as part of a ritual to perform mystical feats. 

Music can be used for many different status ailments, mostly mental-type ailments. However, some of these skills can also inflict the "Deafness" status ailment, which makes one incapable of hearing anything. It is also possible for some of these skills to inflict the "Voiceless" ailment onto oneself as a form of recoil.

Music-type monsters are far and wide, but a common pattern among them is that they are either creatures who have evolved due to possessing Music-related classes, or creatures that have bodies based on musical instruments (or actually being instruments).

Composition Attribute: Sound

Category: Composition attribute.
Components: Wind + Chaos
Sub-categories: Force

Sound attribute aether is more common than one would think. Loud waterfalls, breezy canyons, areas with lots of lightning strikes, or areas with many loud animals. Felines are especially prominent in this category, for some weird reason.

Sound-type skills are harsh on the ears. That is all there is to it. If Wind creates blades, then Sound is a heavy war hammer. The offensive skills of this attribute pack a punch, literally. The real threat of Sound-type skills is that they can act as a self-enhancing ability for the user, while everyone else will just end up hurting their ears. Some more sophisticated Sound-type skills may be used for tricking people into doing what the user wants them to, the "fast speaker" Sound skills, as some people call them.

Sound also has access to skills that inflict Fear, Deafness, and even Confusion, but some skills inflict Rage and Voiceless, mostly aimed at the user themselves as a side-effect.

Sound-type users are generally animal-type monsters with loud voices, such as lions, just to name a famous example. Warrior tribe-ish races also seem to favor this attribute.

Primary Attribute: Earth

Category: Primary attribute.
Sub-category: Landscape

The Earth attribute. Represented by the color brown and governed by the Ultimate God of Earth, Kishor. 

Earth is an extremely "solid" attribute. It can command dirt and regular rocks to a high degree, from shooting dirt and small rocks at an enemy to practically altering the landscape. Simplicity is the keyword for these skills, as they do their job and only their job. In return, Earth-type skills perform their task to their fullest without being distracted by anything else.

Earth is not related to any special status ailments, but it can turn people extremely dirty. For some races, this may be worse than any ailments.

Monsters of the Earth attribute are either those related to rocks, those who are specialized for living in the mountains or similar areas, or those who are excellent diggers. 

Composition Attribute: Sand

Category: Composition attribute.
Components: Earth + Wind
Sub-categories: Landscape

The Sand attribute is one of the most annoying attributes on Terra Sol. Though, it is generally only found in areas with lots of sand. Deserts are the most typical locations, but beaches are also common to see the Sand attribute. Also, Sand refers to dust-like particles in general, so a normal wasteland can also be the home of this attribute.

As mentioned, the Sand attribute governs dust-like substances, with normal sand being mainstream. Unless it is supported by other attributes, Sand can only produce normal sand. However, just because what it can create is limited, that doesn't mean the Sand attribute is weak when it comes to controlling the dust. Traps, walls, and even swords and spears can be created by this attribute. In addition, the special trait of Sand is "dryness", so it can absorb moisture and turn normal ground and rocks into sand if needed. 

Sand has access to the "Dryness" ailment, which lowers the physical capabilities of the victim, along with slowing their natural recovery abilities. 

Sand-type monsters are generally those who live in the typical areas where one can find the attribute. Which means creatures dwelling in deserts, wastelands, and beaches. Some creatures are even made out of real sand. 

Composition Attribute: Mud

Category: Composition attribute.
Components: Earth + Water
Sub-categories: Landscape, Liquid

The Mud attribute is a dirty one. It can only be found in areas with access to both Earth and Water-type attributes. This makes some people mistake Mud for a combination attribute-title that uses Earth and Water, but it is a proper, independent attribute.

Mud-type skills have many uses, mostly when it comes to trapping people or for defense. Sinkholes are much easier to use with Mud compared to other attributes, and they can easily provide many layers of wall, even if they are not as durable as some metallic-type attributes. Mud can also be used for various artistic purposes, such as producing clay, medical properties through the use of mudbaths, and much more. 

Mud does not have any specific status ailments related to it, but it is quite easy to use alongside Sealing-type status ailments.

Mud monsters are creatures who have it easy to live in the mud, or creatures made out of the mud itself. Hippopotamus-type monsters are often seen in the first category, while Golems are the biggest contender for the second classification.

Composition Attribute: Wood

Category: Composition attribute.
Components: Earth + Water + Life
Sub-categories: Landscape, Burnable

The Wood attribute can be found anywhere where there is greenery. This is due to how "Wood" represents any kind of plant, not just trees. Forests are heavy on this attribute, for obvious reasons. 

Wood-type skills work by recreating/manipulating plants and their properties. This extends to anything from vines to flowers, to trees and their fruits, to even grass! However, mushrooms are not counted as part of what this attribute has to offer. The potential of this attribute is so wide that Wood-type users often have to limit themselves to just a selected group of skills from the attribute, due to the MASSIVE amount of options that Wood provides.

Wood-type skills can possess various ailments. Paralyze and Poison is the most common ones, but Sleep and Confusion are also possible to find. 

Wood-type creatures are restricted to plant-type monsters and some types of Fae with a connection to plants and trees. 

Composition Attribute: Swamp

Category: Composition attribute.
Components: Earth + Water + Death
Sub-categories: Landscape, Remnant

The Swamp attribute is, unsurprisingly, an attribute only found in swamps. The attribute is focused on "dead greenery" and muddy waters, making it an inverse of the Wood attribute and a potential stronger variant of the Mud attribute. 

Swamp-type skills are generally most geared toward trickery and trapping targets. Transformation skills and disguise skills are common to find within this category, and bog holes + vines are often used by Swamp monsters to trap people that are trying to look for the beast of the marsh. In addition, Swamp has many skills related to insects and mushrooms.

Swamp-type skills have many different ailments connected to them, with Poison and Confusion being popular choices. 

Swamp-type creatures are often creatures you could normally find in marsh-based environments, different kinds of insects, alligators, and even creatures that are literal swamps in their own right. The last group often combines attributes such as Scent (as in stench) and Poison to further "enrich" the event of meeting one of those beasts.

Composition Attribute: Salt

Category: Composition attribute.
Components: Earth + Water + Metal
Sub-categories: Crystaline, Sacred

The Salt attribute represents salt, the most common food seasoning in the world. Despite its plain appearance, Salt has many areas of usage, and it can be a lifesaver in the hands of a good practitioner. Or something that brings a fate worse than death itself.

Salt-type skills revolve around producing and controlling any kind of salt, not just table salt, also known as "sodium chloride". The ability to produce different kinds of salts other than table salt requires different skills, however. Though, Salt can be used for defensive purposes, to dehydrate a target, remove miasma and the powers of the undead, or simply enhance cooking. It is also extremely useful against Ice-type and/or Snow-type targets.

Salt-type skills have some status ailments, such as "drought", but it is more geared toward removing different kinds of ailments than inflicting them.

Salt-type creatures are those who can live in extremely salty environments, which often are restricted to certain kinds of fishes and/or crabs. Creatures that have salt growing from their bodies are another category of Salt creatures.

Primary Attribute: Light

Category: Primary attribute.
Sub-category: Glow

The Light attribute. Represented by the color yellow and governed by the Ultimate God of Light, Qulux. 

For the Light attribute, speed is life. Many of the skills focus on high movements or strong bursts of light to inflict damage. Some skills may produce what is known as "lasers", but those are few compared to another certain Glow-category attribute. Though, Light is also useful for hiding as it can bend light to make the target invisible to others. 

Light is related to the Blindness status ailment, but it can also be connected to the "Haste" ailment, which is closer to a power-up for speed than an ailment. 

Light-type creatures are far and wide due to there not being a specific group of creatures that uses Light. Which in return makes it possible for Light-type creatures to appear practically anywhere there is light to find.

Composition Attribute: Lightning

Category: Composition attribute.
Components: Light + Wind + Chaos
Sub-categories: Glow, Weather, Sacred

The Lightning attribute is one of the most shocking elements to be found. Jokes aside, any locations that are popular lightning-strike spots or cumulonimbus clouds that are perfect for lightning strikes. In other words, areas that are extremely dangerous to approach. STAY CLEAR OF THEM!

Lightning-type skills are simple: they strike hard, they strike fast, and they leave a mess behind. Specifically, Lightning skills are like literal lightning bolts, and they pack the same destructive power as the original. They can also be used in trickier maneuvers but at the cost of lowering the incredible watt behind real lightning strikes. 

However, Lightning-type skills have a high risk. If the user is not compatible with them, the skills can fry the user as well. Even if they didn't, electricity will passively be generated by the user's body and soul, which will interfere with the nerve system of the user's body. In those cases, getting instant-fried would be a better fate.

Despite its high attack power that would make one wonder if it needed any, Lightning still has access to status ailments. Specifically, the Paralyze ailment that causes people to freeze on the spot. Does not work on certain enemies.

Due to the potential fatal demerits of the Lightning attribute, there are not many creatures who can safely use it. Non-living beings (except the undead due to Lightning messing with the necromantic powers that keep them "alive") are prime users of Lightning, and the same goes for energy-based creatures such as spirits. The few creatures outside these categories, yet can still use the Lightning attribute without side effects, are considered candidates for Divine-class races, as lightning is seen as a symbol of god's powers, even on Terra Sol.

Composition Attribute: Mirror

Category: Composition attribute.
Components: Light + Fire + Earth
Sub-categories: Construct, Reflective

The Mirror attribute is one of the crafted attributes, similar to the Wax attribute. It is difficult to find in nature, but it is easy to discover among facilities or races that specialize in glasswork. 

The Mirror attribute governs mirrors and glass in general. It can easily reflect magical or light-based attacks to the user, and the more advanced and mystical techniques of the attribute can even do the same for different kinds of moves. It can also create glass in the form of slashing and stabbing weapons or ammo, and there are even skills related to sealing people inside a mirror or glass sculptures. 

The two last effects mentioned above are referring to the Sealing ailment, an ailment the Mirror attribute has a knack for. It can also reflect other ailments to the attacker, while some other skills may inflict mental status ailments such as Confusion.

Creatures of the Mirror attribute are either A: creatures that are working with glasswork, B: creatures that produce glass naturally from their bodies somehow, or C: creatures that are glassworks that have attained a consciousness of their own. 

Composition Attribute: Sun

Category: Composition attribute.
Components: Light + Fire
Sub-categories: Cosmic, Weather, Glow, Heat

The Sun attribute is harnessing the power of the sun showering Terra Sol with its light. Due to that, Sun-type aether can be found anywhere on the surface world during the daytime, and only during those periods/in those areas.

Sun-type skills call upon sunlight to scorch the enemies, essentially working as a more flaming Light attribute. It can also be used for more mundane and constructive purposes, such as giving sunlight to plants or preparing a nice tan.

The danger behind using the Sun attribute is that it is EXTREMELY expensive compared to other attributes. A tier-1 skill can easily cost the user 2.5 times more than other attributes, such as Light or Fire. 

As one would suspect, the Sun-type skills come with the dangers of Blindness and Burn. Sunscreen and sunglasses are suggested if one ever faces a Sun-type user.

Sun-type creatures are spread far and wide, but bird-type creatures and Celestial-related species seem to favor it well.

Composition Attribute: Neon

Category: Composition attribute.
Components: Light + Wind + Order
Sub-categories: Glow, Gaseous, Construct

The Neon attribute commands invisible gases to create light. Said gas is harmless to creatures, but the light generated by it is enhanced by magic, allowing it to be anything BUT harmless. It is often used for inventions such as lasers and light, qualifying it for the Construct sub-category. Only "processed" neon gases give off Neon aether, so it can only be found in facilities related to it.

As mentioned, Neon is part gas, part light. It can produce and control both forms of it, but the gas on its own doesn't help with much. Not even for a smokescreen. The light aspect of the skills, however, can create highly damaging lasers and colorful light shows. Unlike the Light attribute, there are no speed-related skills from the Neon attribute.

Neon can cause several status ailments. Blinding is the common one for the Glow-category attributes such as itself, but the rare Hypnosis ailment can also be found in some skills, which can then produce various mental status ailments or the Sleep ailment. 

Neon-type creatures are rare, but they are often found in monsters that can generate light of their own, or monsters that are made out of the gases related to the Neon attribute.

Composition Attribute: Illusion

Category: Composition attribute.
Components: Light + Chaos
Sub-categories: Glow

The Illusion attribute is the attribute that creates illusions. It is not the kind of illusion that is caused by someone's brain not working, but "proper" illusions used on the world itself to make something look like it exists there, yet isn't. The same applies to Illusion-type aether, as it will exist anywhere where a "lie" is on the planet.

Illusion-type skills are about deceiving a target. Be it to make a fake target, conceal something, make any damage "a lie", create solid lies to block an attack, or anything else related to creating fakes, one is most likely to find it hidden within the Illusion skills.

Status ailments are surprisingly few within the Illusion attribute. If you are not counting the unique "Fake"-status ailments that replicate other ailments (to a weaker degree), then Illusion can only use Hypnosis and Confusion ailments.

Illusion-related species are generally those with access to magical powers, yet cannot fully create "miracles" or "curses" such as arch Celestials or archdemons. Or simply races that are too stingy to spend enough energy on their defenses. 

Composition Attribute: Holy

Category: Composition attribute.
Components: Light + Order
Sub-categories: Sacred

The Holy attribute governs divine powers, albeit not powers equal to that of a god. It lacks both quality and quantity compared to real divine beings. It can be found in any place that is connected to a deity of some kind, with the Celestial Continents being the best location to discover this attribute.

Holy-type skills inflict "divine punishment" by attacking targets with divine powers. It is similar to common magic attacks, yet has an increased effect against those with negative Karma Values. These kinds of skills are strong in offense, defense, and even speed. It is not that the attribute is a collection of jack-of-all skills. They are simply that good.

The Holy attribute cannot inflict status ailments, yet when combined with a different attribute that does, there is an increased chance to inflict the ailment that the second attribute specializes in. Other than that, Holy is an expert in removing status ailments, as well as healing.

There are only two categories that can obtain the Holy attribute and master it without being drained of all their energies to activate the attribute's powers.
The first group is the Celestials, beings that are extremely close to the divine gods.
The second group is the people with the potential of becoming Celestials themselves at one point, but they still require to have high positive Karma Values if they wish to master the Holy attribute.
However, demonkind is completely incapable of obtaining this attribute. 

Primary Attribute: Darkness

Category: Primary attribute.
Sub-category: Gloom

The Darkness attribute. Represented by the color purple and governed by the Ultimate Goddess of Darkness, Alvatria. 

The Darkness attribute is tricky and grim, as it possesses the ability to decrease status values, it can inflict a huge spree of status ailments, can drain the powers of the victim, and as it is an unnatural sort of energy, it can be used for any attack method possible. The downside is that it lacks attack power and its defensive abilities are not top-tier. 

Status ailments under the Darkness attribute's belt include Blindness which prevents one from seeing anything, Weakness which lowers the victim's attack strength, Fragile which does the same to their defensive abilities, and Slow which reduces speed. And this is just the tip of the iceberg, as Darkness can work together with many other attributes and their status ailments. 

Darkness creatures are both easy and difficult to find in the same manner as Light creatures due to how darkness can exist practically anywhere. Even so, it is easier to find these beings in areas where the sun never reaches, such as dark caves, or even the bottom of the ocean. 

Composition Attribute: Moon

Category: Composition attribute.
Components: Darkness + Order
Sub-categories: Cosmic, Gloom

The Moon attribute is harnessing the power of the seven moons in the Terra Sol night sky. One can find Moon-type aether anywhere where there is moonlight, and of course, on the seven moons as well, if one is capable of surviving up there.

Moon-type skills are based on powers related to the moons. It can either be a dark energy attack based on moonlight, heaviness-changing skills founded on the moons' variating gravities, or mental status ailments that are rumored to be affected by the moons.

Said status ailments include Charm, Fear, and less-common ones such as Feral and Madness. Some skills even focus on the Sleep status ailment. 

Moon-type creatures are either those connected to the moons themselves or creatures that are affected by the moon in the same way as the all-time classic: the Werewolf. 

Composition Attribute: Shadow

Category: Composition attribute.
Components: Darkness + Light
Sub-categories: Gloom

The Shadow attribute is the attribute of shadows (duh). It can be found in any area where shadows are cast, but deep and dark caverns underneath the ground are not such an area. Those places do not have shadows, they are simply dark! So a better description is that Shadow-type aether occurs in areas where both light and dark coexist. Another type of area is the Shadow World, a separate realm that can only be accessed through shadows.

Shadow-type skills manipulate shadows to create illusions, or to solidify shadows so they can deal physical damage. They also have some teleport-like effects using shadows as a medium, or to redirect attacks. Shadow puppets are also a popular line of skills.

As a fusion of light and dark, Shadow has a clear advantage when it comes to the Blindness status ailment. It also includes several binding-type moves, but it is pretty weak regarding other ways of disrupting the opponent(s).

Shadow-type creatures are mostly those who either live in the Shadow World, those who are animated shadows, or creatures that specialize in hiding and assassination. Essentially, they are bad guys who double as assassins. 

Composition Attribute: Curse

Category: Composition attribute.
Components: Darkness + Chaos
Sub-categories: Gloom

The Curse attribute is centralized around negative, supernatural powers. This type of Aether can be found close to the undead, but the most common source of it is "demonic energy". That has made the Curse attribute associated with the various demon species. 

Curse-type skills do not have much of a punch, but they are nasty over time. They cause various negative effects on the target, such as having a reduction in stats, being forced to follow strange restrictions, and of course, different status ailments. 

The mentioned status ailments can be anything. Anything at all. That is the worst part about the Curse attribute. There is also the Curse status ailment, which can be considered to be an MP-version of the Poison status ailment. 

Curse-type creatures include demon-type species, youkais, some types of undead creatures, and much more. Especially if the species is known for casting curses and grudges. 

Composition Attribute: Gravity

Category: Composition attribute.
Components: Darkness + Earth + Order
Sub-categories: Force, Cosmic

The Gravity attribute is, such as the Vibration attribute, a scarce attribute to find, even when gravity is anywhere on Terra Sol. Locations with the aether of this attribute, however, are not that easy to locate, but those areas are easy to notice. After all, the gravity is super-charged there and causes you to crash into the ground due to your many-multiplied weight. 

As one could guess, Gravity is a power-heavy attribute. You can call it the blunt version of the Vibration attribute on steroids. It can make you, and others, lighter, heavier, or turned into mush on the floor. Standing on the walls or the roof is a favorite past-time activity of Gravity users. However, Gravity does not offer much defense against energy-based attacks. They exist, but their costs are so ridiculously high that it's cheaper to get blasted to kingdom come. 

Gravity has access to the "Weight" and "Weightless" status ailments, which alters the user's weight. These act as charges of the Gravity skills related to weight manipulation, as the other skills require a constant supply of MP or whatever to keep the weight altered if one does not use one of these ailments. 

Species with natural Gravity abilities tend to be either high-ranking monsters who have grown up training with the attribute, or creatures in locations with extremely high, or extremely low, natural gravity. The Seven Moons of Terra Sol can be such locations. 

Composition Attribute: Stellar

Category: Composition attribute.
Components: Darkness + Light + Order
Sub-categories: Cosmic, Glow, Heat

The Stellar attribute is the attribute representing the vast, space and its many stars...except for the sun. The Stellar attribute can only be found in the location between Terra Sol and its Seven Moons. Some locations on the planet do have their special source of Stellar aether, which gives those places a cosmic appearance that would normally be impossible to find on the planet.

Stellar-type skills come in two categories: one that uses the cold emptiness of space to block attacks and drain heat and light from targets, and one that uses powers connected to stars, such as gravitational force and starlight, to attack enemies with. Essentially, the Stellar-type attributes allow one to command certain parts of the Void attribute, Ice attribute, Sun attribute, and Gravity attribute. 

In exchange, it cannot perform to the same levels as each attribute, unless one is willing to pay extremely high amounts of MP and SP to allow the skills to reach the same levels as the original attributes. In return, that does not stop the Stellar attribute from being one of the most versatile attributes there is.

As a consequence of its many aspects, the Stellar attribute is, unfortunately, lacking when it comes to status ailments. It does not have access to Burn or Weight-type ailments, but it can still dish out some Freeze and/or Blindness if it needs to. 

Stellar-type creatures normally inhabit the area above the atmosphere yet within the borders of the Terra Sol World System. Other examples are a rare breed of Celestials, or more commonly, the Outer One species, as they normally favor either this attribute or Heretic. 

Primary Attribute: Ice

Category: Primary attribute.
Sub-category: Cold

The Ice attribute. Represented by the color cyan and governed by the Ultimate Goddes of Ice, Iksti

This attribute can be used in many different ways, from forming sharp icicles to be used as weapons, to having the enemy slowly succumb to the cold, creating fortifications of ice to shield oneself, or it can act as a refrigerator for transporting goods over long distances. 

Ice-type status ailments are the Freeze ailment and the Frostbite ailment, both common occurrences with the Cold sub-category of attributes. Freeze lowers one's SPD or outright makes it impossible to move, while Frostbite lowers one's STR and DEX.

Ice-type creatures are either the kind that has developed to be able to survive cold climates or creatures that are outright made out of ice, to variating degrees.

Composition Attribute: Mist

Category: Composition attribute.
Components: Ice + Wind + Water
Sub-categories: Cold, Weather, Gaseous

The Mist attribute can be considered the more "chilly" sibling of the Smoke attribute. Mist often appears in cold regions, which makes it more used alongside other Cold-type attributes.

Mist-type skills share many characteristics with Smoke. It can be used for concealment, hardened to be used as a defensive wall, or used for magical effects. Unlike Smoke, which uses toxic properties to wound targets, Mist prefers to slowly chill the enemy to the bone, so it is less about inflicting direct damage than even Smoke and would rather slowly weaken them. As part of being a Weather-category attribute, Mist can also be used on wide areas easier than compared to Smoke.

Mist has access to Freeze which is common to the Cold-type skills, but it is not capable of the "instant freezing" that Ice can do. 

Mist-type creatures are generally those who live in misty areas, and they are more often more magic-types than physical-types. Swamp-based creatures are often also considered Mist-type creatures. 

Composition Attribute: Snow

Category: Composition attribute.
Components: Ice + Wind
Sub-categories: Cold, Weather

The Snow attribute governs the fluffy white substance that people either love or hate with a passion during the winter. It is one of the most common attributes to find in the northern lands and on top of huge mountain peaks, maybe even more so than Ice in certain circumstances. 

Snow skills have a focus on creating and commanding snow to fulfill different assignments from the skill user. Snowball wars or walking snowmen are a common sight for this attribute, but creating large avalanches or snow huts is also possible. 

Snow-type skills can both inflict and prevent the Freeze attribute, depending on how it is used. It also has a different take on the Blindness ailment, Snow Blindness, that does almost the same, but it is more difficult to heal if one does not have specialized recovery options.

Compared to Ice, Snow is much cheaper to use, but it has a glaring weakness to both high heat and the Salt attribute. 

Snow-type creatures are mostly of the arctic kind, and they can often be found living alongside Ice-type creatures. In addition, there are multiple snow-made creatures, such as Snow Golems. 

Composition Attribute: Void

Category: Composition attribute.
Components: Ice + Darkness + Order
Sub-categories: Cosmic, Force

The Void attribute is a big mystery. It has the power over "nothingness", but what this means is not sure even to this date. What is certain is that a non-attribute aether can be reformed into a Void-type aether, but there are no natural sources of this attribute. All Void-related magic materials are therefore forced to be man-made.

Skills using Void are generally "ability negation" effects, as in being able to cancel out other skills, ailments, or other status effects. It has generally 0 offensive or defensive abilities outside of this. However, it can provide some concealment effects or more famously, being able to travel through the "void", making transportation this attribute's 2nd strongest gimmick. 

As mentioned. Void is more about removing ailments than infecting them, but it is still good with various ailments that prevent skill usage. 

While rare, there still exist a few Void-type creatures in the wild. These are generally creatures of mystic origins or creatures that may not even be from Terra Sol, but creatures from a different dimensional plane. Some Outer Ones are an example of the latter category.

Primary Attribute: Metal

Category: Primary attribute.
Sub-category: Metallic

The Metal attribute. Represented by the color orange (portraying the glow of furnaces) and governed by the Ultimate God of Metal, Helphahatur

The Metal attribute is one among the various metallic attributes, and the only one lacking a distinct trait that makes it different from the others. In return, Metal is by far the easiest metallic attribute to use, both when it comes to the effectiveness of the skills, its cost-performance ratio, and the relative ease of use compared to the other metallic attributes.

Metal-type skills focus on creating and commanding metallic objects in general and using them for one's purposes. These are generally for recreating weaponry, constructs, and more. It is a heavy-handed and muscle-brained attribute. But its simplicity is also its strength. 

As some may guess, Metal is not an attribute that is such a great fan of status ailments, having close to no relationship with them, except maybe to defend against some. 

Metal-type monsters are the "common" monsters using metal for their defense, be it turtles, crafting-capable monsters, or anything else in that direction. 

Composition Attribute: Mercury

Category: Composition attribute.
Components: Metal + Water + Death
Sub-categories: Fluid, Metallic, Toxic

The Mercury attribute is the poster attribute for "liquid metals". Any kind of metal in a liquid state can be used through this attribute, but it specializes in using its namesake the most. 

Skills related to the Mercury attribute work similarly to Water and Poison, but it has a heavier focus on defensive skills and weaker offense. In other fields, Mercury is handy when it comes to alchemy or chemistry. 

Mercury is capable of inflicting the Poison ailment onto targets. Despite being a fluid-type attribute, it is not efficient with the Drowning ailment, as its poison aspects and metallic defenses take up too much of the attribute's potential for anything else.

Mercury-type creatures are generally those with a background in alchemy or chemistry. Either that or they are literally made out of liquid metal(s). 

Composition Attribute: Copper

Category: Composition attribute.
Components: Metal + Earth
Sub-categories: Metallic, Valuable

Copper is one of the three famous "Valuable Metals", a set of 3 Metallic/Valuable-type attributes with a special trait giving them an advantage against famous races on Terra Sol. 

Copper is the first of the trio, and has an advantage against Celestial-type opponents. Compared to the Metal attribute, Copper-type moves are cheaper to use, but their effects are also weaker. Spamming lots of attacks is the way to go if one wishes to master the Copper attribute.

Like Metal, Copper is not that good with status ailments. 

Copper-type monsters are often "cheaper" versions of Metal-type monsters. Some metallic Demon-type creatures often have Copper as their main attribute, mostly due to their animosity towards the Celestials.

Composition Attribute: Silver

Category: Composition attribute.
Components: Metal + Light + Order
Sub-categories: Metallic, Valuable, Reflective

The Silver attribute is another member of the "Valuable Metals" group, alongside Copper and Gold. Like the other two, Silver has a special advantage against a type of species, with the undead (and werewolves as a noteworthy mention) being the unlucky ones this time.

Silver-type moves work not that differently from Metal-type moves, but they do use more long-range moves in the form of silver ammo. In addition, Silver also has some purification abilities, allowing it to cleanse filth and curses from targets. It is not as strong as the Purification attribute itself, but it is worth mentioning. Also, due to its nature as a reflective-type attribute, it has some counter-type moves up its sleeve. 

As with other metallic attributes, Silver is not that great when it comes to status ailments. On the other hand, it conducts electricity like a dream, making Lightning-type moves or similar attacks way more fatal for a Silver user.

Silver-type monsters are creatures having silver as part of their bodies. Some Celestials and anti-undead creatures often have Silver as their main attribute. 

Composition Attribute: Gold

Category: Composition attribute.
Components: Metal + Light + Chaos
Sub-categories: Metallic, Valuable, Gloom

The Gold attribute is the third member of the "Valuable Metals" group, coming after Copper and Silver. Like those before, Gold possesses a particular advantage against a famous race of creatures, this time it being demonkind. 

Gold-type skills function similarly to Metal, except it is a little more costly to use. In return, Gold can sometimes show almost curse-like powers, granting it more mystical powers than the other two members of its special groups. Some people think the reason for the demons' weakness to the attribute is that Gold drains them of their demonic powers. 

As it has a connection to demons and curses, some Gold-type skills may have access to Curse-type ailments. 

Gold created from nothing with Gold-type skills dissipates over time or rusts into scrap metal, but gold fashioned through the assistance of Gold-type skills on the other hand lasts, and is even more valued compared to "amateurishly processed" gold.

Gold-type creatures are generally those with a treasure-like motif. Mimics, pirate-based evolutions, a king on his thrown, anything. It is important to know that there are even Gold-type demons out there, even with their weakness to the attribute. 

Composition Attribute: Iron

Category: Composition attribute.
Components: Metal + Darkness + Ice
Sub-categories: Metallic, Gloom, Cold

The Iron attribute is yet another metallic-type attribute that grants its user an advantage against a well-known species. In this case, the Fae. Iron-type aether can be found not only in natural iron, but also in any areas that include metal and either darkness, coldness, or simply negative natures. 

Iron-type skills function similarly to Metal-type skills, except Iron leans heavier toward defensive-type skills, and anti-magic/anti-mystic skills, relying more on brute force than ever before. 

Iron has a vague connection to Freeze-type ailments, coming from it belonging to the Cold-type category. 

Iron-type creatures are often variants of other metallic-type creatures that have adapted to iron-rich environments or evolved to become anti-Mage or anti-Fae creatures.

Composition Attribute: Crystal

Category: Composition attribute.
Components: Metal + Light
Sub-categories: Crystalline, Reflective

The Crystal attribute is the attribute that revolves around crystalline solids. The use of "crystals" refers to unpolished crystals that do not contribute to the Gem or Obsidian attributes, and are also of a reflective nature. Snow and Salt are not included in this attribute either, but they do have some compatibility with each other.

Crystal skills include using crystals as weapons, even for shields and projectiles, or collecting power inside the crystals, either for transporting said powers or detonating them as bombs. It is not possible to store complex forms of energy, such as pre-prepared magic spells. 

Crystal includes a special ailment based on Petrification, known as "Crystallisation", that turns its target into a crystal, but is otherwise not different from Petrification. Crystal skills can also contain certain energies that, when released, would inflict ailments such as Blindness and/or Burn, just to name a few examples. 

Crystal-type creatures are those who live in crystal-rich environments to the point of generating crystals on their bodies. Another group of these creatures is those who are made out of crystals. The third and final group are crafting-related species who have specialized enough with the Crystal attribute that they've started to replace their flesh and blood with crystals. 

Composition Attribute: Gem

Category: Composition attribute.
Components: Metal + Light + Earth
Sub-categories: Crystalline, Valuable, Construct

The Gem attribute is a Valuable-category attribute that consists of the more valuable types of crystals that the other attributes do not cover. Diamonds, rubies, saphiers, and more. It is easy to find this type of aether in certain caves, so much so that if gem diggers do not locate this aether in the ground, they outright refuse to try looking for these valuables. 

Gem-type skills are generally either useful for crafting or useful for magic. This comes from how gems are generally only at their most powerful when they are at their most beautiful, so scratches or damage will lower not only their value but also their usefulness. Gems are also capable of being used as conduits for magic, and one can even record magic spells in them if one is dexterous enough. 

Gem does not have any status ailments on its own, but as it can record a huge variety of magic spells, it can access ailments through said spells. 

Monster species of the Gem attribute are generally those that can be found in areas where gems can be mined. They often take on the appearance of "living gems". Other examples are "living jewelry", ghost- or mimic-type creatures that replicate jewelry. The final example is creatures who use gems to enhance their beauty. The typical "femme fatale"-type monster. 

Composition Attribute: Steel

Category: Composition attribute.
Components: Metal + Ice
Sub-categories: Metallic, Construct, Cold

The Steel attribute is yet another Metallic-type attribute, but unlike the other variants of Metal, this counterpart does not have a special advantage against a certain race. Instead, the Steel attribute is representing weaponry. Steel-type aether can be found in any area where weapons are found, no matter what they are made from. Though, said weapons need to have stayed in the area for some time for the aether to start developing. 

While is still limited to proper steel, this attribute has an incredible affinity with other weapon-type creation skills from other attributes. Using Steel-type skills to form a weapon will drastically improve its strengths. On the other hand, Steel is a little harder to use for common skills compared to Metal, so the usage of the two attributes is still quite visible.

As a Cold-type skill, Steel does have some access to the Freeze ailment, but it is quite sparse. 

Steel-type creatures are extremely easy to differentiate from other metallic monsters. After all, the beasts are closer to weapons that have turned into creatures compared to the metallic monsters who have added possible weapons to their bodies later on. 

Composition Attribute: Mechanical

Category: Composition attribute.
Components: Metal + Life
Sub-categories: Construct

The Mechanical attribute is the attribute of machines. Be it metal or wood, any contraptions using mechanics can be connected to this attribute, which is also why it is not considered a Metallic-type attribute. This type of aether can be located in areas that have many types of machines in it.

Mechanical-type skills focus on creating machinery or using them to one's advantage. Gears and guns are recurring motives when it comes to these skills. And due to their nature, these skills are restricted to solely be used by Automatas, Machinerz, or other robotic entities. Skills that make use of the Mechanical attribute alongside other attributes are an exception though.

As these skills are utilizing machines, there are no special status ailments connected to this attribute. 

As mentioned, only robotic entities such as Automatas and Machinerz can use this attribute, which also means they are the only creatures who can "naturally" be part of it.

Primary Attribute: Life

Category: Primary attribute.
Sub-category: Recovery

The Life attribute. Represented by the color pink and governed by the Ultimate Goddess of Life, Yrlanaya. 

The Life attribute is using positive lifeforce for many things. The most common use is to recover wounds or enhance growth. It is also possible to damage opponents with blasts of "pure life", which does not have any recovery effects added to it. The final possible usage would be to "bring life to objects" and have them take care of the dirty work. 

As one may suspect, Life is not high when it comes to status ailments. It focuses more on recovering from them.

Life-type monsters are generally the kind one would classify as "healer-type monsters". Instead of raw attack power, they rather wish to have the ability to soothe the wounds of others. This category of monster extends to almost all possible species out there.

Composition Attribute: Medicine

Category: Composition attribute.
Components: Water + Life
Sub-categories: Fluid, Recovery

The Medicine attribute represents any cocktails that may save your life. Be it from ordinary potions to strange ointments, this attribute symbolizes them all. 

Skills of this attribute work on manipulating or producing different types of medicines. It is even possible to use them as attacks, with the effect being "recovers some HP/MP/SP, then do X". It is also noteworthy that Medicine skills can recover even SP, albeit not as much as its HP-recovery effects. MP recovery is ranked last of the three.

While Medicine is more for recovering status ailments, using the gimmick mentioned above, these types of skills can grant a much worse status ailment than before. Remember, even medicine can be poisonous if used wrongly.

Medicine-type creatures are either living objects related to the creation of medicine, creatures who's body-parts are a popular source of medicine, or they are medicine-crafting species. 

Composition Attribute: Blood

Category: Composition attribute.
Components: Life + Water + Metal
Sub-categories: Fluid, Recovery, Remnant

The Blood attribute can be found anywhere where there's life. Areas with lots of spilled blood often generate Blood-type aether. 

Blood-type skills often find themself having a sacrificial-type theme. This means that the concerned skills require a sacrifice of blood, often represented in HP, or real blood. As for the skills themselves, they work similarly to Water-type skills, yet also have a focus on healing effects. Some may even be used to cast curses on a target.

Status ailments connected to Blood-type skills include the Bleeding ailment, which causes the next blood-spilling attack to increase in damage depending on the ailment stack. Other than that, Blood can also be used to inflict Curse on a target, but only specialized skills can do this.

Blood-type creatures are either the undead who loves blood spill, vampires being an example, assassin-like creatures, or heretical sages who uses blood sacrifices for their vile arts. 

Composition Attribute: Purification

Category: Composition attribute.
Components: Life + Order
Sub-categories: Recovery, Sacred

The Purification attribute can be considered a mock-off of the Holy attribute. 

"Purification" here refers to the power of being able to remove filth, diseases, and evil from a target, so it is not a divine power per see, but it is still considered a Sacred-type attribute. It can be used offensively, but only against specific targets. The undead is a popular target, as Purification removes their "aura of the dead" that allows them to stay active despite being moving corpses. 

As one can guess, Purification cannot inflict status ailments. It can, however, be used to cleanse away almost any ailment it may come over. 

Creatures of the Purification attribute do not occur naturally but are instead evolutions of creatures who decide to specialize in the attribute. Therefore, it is possible for virtually any species to obtain it, even demons and the undead, albeit, those are quite rare.

Composition Attribute: Amber

Category: Composition attribute.
Components: Life + Earth + Order
Sub-categories: Valuable, Remnant, Recovery

The Amber attribute consists of abilities related to fossilized tree resin, aka amber. 

Amber-type skills focus on creating and controlling amber, be it in its fluid form or its solid one. It is closer to Magma than other Fluid-type attributes. They can both be used for attacking, stopping opponents in their tracks, be used for crafting medicine, or it can even be used to craft jewelry.

Seal status ailments are quite often to find among Amber users, but Petrification is a close second, only hindered by the fact that the user is required to also have a Mineral-type element that has access to Petrification on its own. If it does, however, Amber will vastly enhance said ailment. 

Amber-type creatures are generally either insect types, plant types, or dinosaur types. They also have a more "ancient", "tribal", and/or "Jurassic" appearance compared to other creatures of their race, even the non-dinosaurs.

Primary Attribute: Death

Category: Primary attribute.
Sub-category: Remnant, Gloom

The Death attribute. Represented by the color grey and governed by the Ultimate God of Death, Tharos

"Death" in this case refers to "negative lifeforce". The opposite energy of what is keeping people alive on Terra Sol. Commanding this energy in the form of skills allows the user to inflict massive amounts of damage on living creatures. These attacks also work on non-living objects, but to a very, VERY, lower degree.

Despite its ominous nature, Death only has the Instant-Death ailment for it. This is an ailment when the "Instant Death" ailment stacks reach a certain value, the victim will take X% damage of their original HP-value. The "X" changes depending on the quality of the Death skill that inflicted it, but the worst cases can exceed even 100%.

Death-type aether is to be found in areas where lots of killing has happened. Following this, Death-type creatures are born killers, be it through weapons, brawls, or magic. This allows any violent creatures to obtain the Death attribute when evolving. And these creatures are widely feared because of this.

Composition Attribute: Poison

Category: Composition attribute.
Components: Water + Death
Sub-categories: Fluid, Toxic, Gaseous 

The Poison attribute focus on poison, poison, and more poison. Be it fluid, gas, or even toxic energies! This kind of aether can be found in toxic swamps or areas filled with venomous critters. 

Despite its wide array of attack options, the Poison attribute skills do not hit as hard as one could have wished for.  Even the Smoke attribute can bring out more punch than the gas-type Poison skills! In exchange, Poison has a wide variety of attack options, such as fluid-based attacks not that different from Water, the gas-type attacks mentioned before, or even poisonous energies that inflict status ailments straight to the target. 

As one can guess, the Poison attribute is a heavy producer of the Poison ailment, but that's not all. More specialized skills can add extra ailments to the poison, allowing the Poison user to also inflict stuff like Paralyze, Fear, and even stranger ailments such as Burn or Freeze! Though the latter half is less common to see, a true Poison user can have access to most, if not all, status ailments. 

Poison-type creatures can be found almost anywhere, but the most common mons among them are reptiles, insects, frogs, and arachnids. 

Composition Attribute: Acid

Category: Composition attribute.
Components: Water + Death + Chaos
Sub-categories: Fluid, Toxic

The Acid attribute. Also known as the "more deadly Poison attribute", this cesspool of dangerous liquid is filled with the most vicious cocktails that can melt your body and soul. Mostly your body. 

Unlike the Poison-type skills, Acid is much more offensive. Rather than inflicting status ailments, it concentrates on melting through the victim's armor and skin, turning them into goo if the skills get the chance. Other than these "slightly" dangerous traits, Acid-type skills are generally not that different from other Fluid-type attributes.

Despite what was mentioned above, Acid still has quite an affinity with status ailments, even if not as much as Poison. As it is a Toxic-type attribute, Acid is capable of inflicting the Poison ailment, and it also has access to the Sores ailment, which lowers the physical abilities and damages organic targets, and even the Corrosion ailment, which lowers defensive status values of both organic and metallic targets.

Acid-type creatures are often more monstrous versions of Poison-type creatures, alchemy-related species, and most notably, the attribute most used by the various Slime-type monsters out there. 

Composition Attribute: Undead

Category: Composition attribute.
Components: Death + Life
Sub-categories: Remnant

The Undead attribute is an inversion of Life and a counterpart to Death. It commands negative lifeforce, but in the same fashion as the Life-type abilities do instead of being used offensively like how Death-type abilities work. This makes it impossible for any non-undead creatures to use, or even obtain, this attribute, as their positive lifeforce clashes with the negative lifeforce that would be required to be used for activating the various skills.

Undead-type skills are essentially a negative version of Life-type skills. It grants negative lifeforce to targets, which is essentially damage to living beings. They can also be used to replicate what is popularly known as "ghostly phenomena", such as the acts of poltergeists, or having "ghosts" to command. 

Despite its closeness to the Death attribute, the Undead attribute does not have any specific negative ailments to talk about, with one exception: the unique "Undeadfication", which allows even living beings with positive lifeforce to obtain the blessings from negative lifeforce. It even transforms their appearance to become more "undead-like", albeit it is only a temporary change and they will return to normal when the ailment expires.

As one may suspect, the Undead attribute is strictly limited to undead-type creatures only. No one else can stomach all that negative lifeforce. 

Composition Attribute: Rust

Category: Composition attribute.
Components: Metal + Death
Sub-categories: Remnant

The Rust attribute represents the decay of metal and machines. A Remnant-type attribute whose aether can be found in any decaying constructs and buildings. 

Rust-type skills are generally anti-item centralized. They deplete Durability instead of HP, and some advanced skills may even affect non-metallic objects. It is capable of even hurting living beings, as rust particles can turn into vicious blades.

Rust does not have any status ailments that affect humans, but it can affect items. This "Rust" ailment spreads on the object's surface like an infection, gradually decreasing the item's Durability until it has been removed by a specialized skill. 

Rust-type creatures come in two categories: the creatures who have naturally obtained and adapted to the attribute as they evolved, or the undead Automata-type creatures, or other creatures using Mechanical as their main attribute, but are now part of the undead. 

Composition Attribute: Corruption

Category: Composition attribute.
Components: Death + Chaos
Sub-categories: Gloom, Remnant

The Corruption attribute can be seen as the "natural" counterpart to the Death attribute. While the latter uses negative lifeforce to "bring death", Corruption represents the act of naturally decaying. Therefore, its powers work even on creatures using negative lifeforce, as Corruption acts to "bring everything to zero".

Skills using the Corruption attribute is utilizing this "bringing everything to zero" concept at full force. They will reduce the target's HP, MP, SP, status values, or anything else as much as they can. Of course, every skill aims for something different, so they do not affect all mentioned items listed here. 

The second aspect of this attribute is its affinity for ailments. Be it physical types such as Poison, or mental types such as Anger and/or Charm, Corruption is capable of infecting anyone with them.

Corruption-type creatures are either of a demonic nature or something similar. Fallen Celestials are often found holding this attribute as well. 

Primary Attribute: Order

Category: Primary attribute.
Sub-category: ---

The Order attribute. Represented by the color white and governed by the eponymous Ultimate Goddes of Order. 

While this attribute strictly does not exist, it is used to form several composition attributes. The common theme for these attributes is that the other components have mellowed out or turned more structured. The general focus is on healing and creation.

There are no creatures with the Order attribute, but the Goddess Order is seen as the patron goddess for any kind of humanity, making humanoids a spiritual possessor and representative of this attribute.

Primary Attribute: Chaos

Category: Primary attribute.
Sub-category: ---

The Chaos attribute. Represented by the color black and governed by the eponymous Ultimate God of Chaos. 

Like with the Order attribute, Chaos does not exist in a pure form on Terra Sol, but it can be a component in some composition attributes. These types tend to be chaotic and destructive, as opposed to Order's calm and creative composition attributes. 

While there are no creatures with Chaos as their attribute, honest-to-goodness monsters are seen as followers of Chaos, making them the spiritual possessor and representatives of Chaos. 

Composition Attribute: Heretic

Category: Composition attribute.
Components: Order + Chaos
Sub-categories: Force

The Heretic attribute is a strange attribute consisting solely of Chaos and Order. It is known as "Heretic" due to how it does not exist, yet still does. It is said to have power over souls, dreams, and imagination, but even if its abilities give such an impression, nothing has been properly proven even to this date.

Skills of the Heretic attribute are non-damaging. None of them can inflict damage at all. Instead, they aim at the psyche of the target, making them believe in lies and illusions, and causing them to go mad in the end. Some skills are used for the interrogation of a target, but this is strictly a last resort, as the victim would probably end up with wounds that would never heal after the questioning.

Mental-type ailments such as Fear, Madness, Rage, and more are the bread and butter of the Heretic attribute. 

Some demons are known to be Heretic-users, especially the various Succubi and Incubi races, while all the Outer Ones have access to it as well. 

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    Shirokuma
    Status: kigal-note/traits: ogre-type traits (post-nightmare...

    Reminds me of the things I have long forgotten, my pea sized brain wouldn't be capable of remenbering half of the information presented in this maginificient piece of literatural, all days I am grateful for it's existence and would be devasted if it was wronged in any way. 

    Please continue this beautiful creation.

    -Bear

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