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Kigal-Note
Kigal-Note
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Miscellaneous
Primary Attribute: Fire

Category: Primary Attribute.

Type: Power

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate Goddess Agnir, who also governs War and Victory.

Creatures of this attribute are, mildly said, passionate towards their interests, be it warfare, love, or anything else. 

Skills and abilities related to the attribute are generally destructive in nature, but can also be used in disrupting ways, such as burning the ground to prevent enemies from coming too close. In rare cases, there may even be recovery-based skills of this attribute, but as said, they are rare and far between.

Primary Attribute: Water

Category: Primary Attribute.

Type: All-Around

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate Goddess Lusalki, who also govern Beauty and Arts.

Creatures of this attribute can be mild and mature, but if they are angered enough, terrifying enough to send even the greatest of their peers home crying.

Skills and abilities related to the attribute are mostly defensive in nature, but there are also many offensive-based, recovery-based, and even support-based skills. However, the Water attribute lacks a definitive theme that it excels in better than the others.

Primary Attribute: Wind

Category: Primary Attribute.

Type: Disruption

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate God Nirmer, who also govern Travelers and Thieves.

Creatures of this attribute are generally calm on the surface but can suddenly erupt tremendous tempers, like a sudden gust of wind. They are also known for liking tricks and games.

Skills and abilities related to the attribute are tricky in nature, such as shutting down sound and smell, misguiding pursuers, and are often used for long-distance strategies. They can also be offensive, such as using great gusts of wind to assault the enemy, or defensive by using the same gusts of winds as a shield. The attribute can also use both slashing-type moves and impact-type moves.

Primary Attribute: Earth

Category: Primary Attribute.

Type: Offensive/Defensive

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate God Kishror, who also govern the Mountains and the Farmers.

Creatures of this attribute are stoic, calm, and they are not easily moved by insults and sneers, but even so, they will still react if they have a reason to.

Skills and abilities related to the attribute are defensive in nature, creating walls of dirt and rock to protect themselves, and also offensive by using the same kind of walls to smash the enemy. Several Earth attribute skills are also useful for tracking enemies, as long as they walk on the ground.

Primary Attribute: Light

Category: Primary Attribute.

Type: Support/Disruption

One of the twelve basic attributes of the Terra Sol World System, and the attribute representing the Ultimate God Qulux, who also governs Justice and Honor.

Creatures of this attribute are divided into two groups: the "enlightened" ones who dislike conflicts, and the warrior-kind, who fights to ensure their sense of justice.

Skills and abilities related to the attribute are mostly related to speed and diversion of the enemy's sight, but due to its close relationship with the Holy attribute, there are many support-type skills as well. While it's not nonexistent, this attribute also has offensive- and defensive-type skills, but their numbers are few.

Primary Attribute: Darkness

Category: Primary Attribute.

Type: Disruption

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate Goddess Alvatria, who also govern Calamities and Treasures.

Creatures of this attribute are often tricky, backstabbing, or outright vile. The few exceptions to this are however limiting their kindness to their closest kins.

Skills and abilities related to the attribute are heavily focused on drain-type moves and debuff-type moves. Due to that, they are physically weak and tend to be on the lower end of the physical graph. It is also surprisingly practical with healing-type moves, but not as good compared to real Support-type attributes.

Primary Attribute: Ice

Category: Primary Attribute.

Type: Defensive

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate Goddess Iksti, who also govern the Winters and Misfortune.

Creatures of this attribute often got "cold" personalities and refuse to socialize with others. However, after they warmed up to others, they can be so social that they come off as clingy. 

Skills and abilities related to the attribute are defensive in nature, creating walls of ice to protect themselves while they wait for the opponent to tire themselves out by constantly repairing the walls. The cold can also be disruptive for the opposing side. Icicles are often used when Ice attribute users go on the offensive. 

Primary Attribute: Metal

Category: Primary Attribute.

Type: Defensive

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate God Helphahatur, who also govern the Weapons and the Forge.

Creatures of this attribute have strong personalities that go in any direction, from being stoic to being loudmouthed. They do what they do in the best way they can do so.

Skills and abilities related to the attribute are highly defensive. Even offensive-type skills can be used for defense, and the toughness of it all makes Metal attribute users great tanks that can protect their allies. 

Primary Attribute: Life

Category: Primary Attribute.

Type: Support

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate Goddess Yrlanaya, who also govern Fertility and Love.

Creatures of this attribute usually have loving personalities and will always try to find the best in others. 

Skills and abilities related to the attribute are solely focused on HP, meaning that recovery-type skills are the most known skills of this attribute. Some skills make the target lose HP, even if they are not damaged, but these abilities are too rare to make this attribute be classified as an offensive-type or Disruption-type.

Primary Attribute: Death

Category: Primary Attribute.

Type: Disruption

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate God Tharos, who also govern the Netherworld and the Undead.

Creatures of this attribute are most of the time not capable of showing emotions, so there is no standard image of the personality of the creatures with this attribute.

Skills and abilities related to the attribute focus on status ailments, such as poison and status debuffs. The most well-known ability is the one to inflict instant-death on a target. On the other hand, the Death attribute is horrible offensive, defensive, and supportive. 

Primary Attribute: Order

Category: Primary Attribute.

Type: Support

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate Goddess Order, who also govern the Truth and Humanity.

The Order attribute exists only as a component for Composition Attributes, meaning there are no creatures that are of this attribute. 

Skills and abilities of the Order attribute are therefore not existing. However, the Composition Attributes that include Order tend to be of the Support type, resulting in the Order attribute being recognized as one too.

Primary Attribute: Chaos

Category: Primary Attribute.

Type: Disruption

One of the twelve primary attributes of the Terra Sol World System, and the attribute representing the Ultimate Goddess Chaos, who also govern Calamities and Monsters.

The Chaos attribute exists only as a component for Composition Attributes, meaning there are no creatures that are of this attribute. 

The Skills and abilities of the Chaos attribute are therefore not existing. However, the Composition Attributes that include the Chaos attribute tend to be of the Disruption type, resulting in the Chaos attribute being recognized as one as well.

Composition attribute: Steam

Category: Composition Attribute (Fire + Water)

Type: Offensive/Disruptive

The Steam attribute is a rarity that one can find in some monsters in the mountains, close to geysers, and certain hotspots in the ocean.

Skills of the Steam attribute are either offensive in the attempt of scorching the opponent, or it can be used in disruptive ways such as smokescreens with scolding-hot steam or to inflict the Burn ailment to their opponent.

Composition Attribute: Cloud

Category: Composition Attribute (Fire + Water + Order)

Type: Defensive

The Cloud attribute can be found in many bird-species and it goes extremely well with the Wind attribute. Other creatures that live high in the sky can also have this attribute, mostly creatures that live on the seven Floating Continents

In battle, the Cloud attribute focuses on defensive movements by creating walls of solid clouds, use them as a smokescreen to escape, or fleeing by riding on a special cloud. The last part is a famous trick of a certain monkey sage. 

Composition Attribute: Sun

Category: Composition Attribute (Fire + Light)

Type: Offensive

The Sun attribute is a rarity that is limited to high-ranking monsters if you want to look for a natural owner of this attribute. It has connections to both the Moon- and Space attribute, and it can be considered a superior attribute of both Fire and Light.

Skills of the Sun attribute are strictly offensive in nature, utilizing sunlight to burn the opponent to ashes. It has access to inflict both Burn and Blind ailments, but it is centralized on offensive skills.

Composition Attribute: Smelt

Category: Composition Attribute (Fire + Metal)

Type: Defensive/Supportive

The Smelt attribute governs metal in its fluid form, mostly due to the act of smelting it. It is a rare attribute to find in the wild, but many dwarves specialize in it and have developed their own, Smelt-related evolutions due to it.

The main occupation of the Smelt attribute is to work with metals, mostly through forging. It can refine metals and ores, strengthen weapons and armors, and repair metal equipment. It can also create pools of molten metal as distractions, but it is mostly a crafting-specialized attribute, so do not expect any offensive capabilities from it.

Composition Attribute: Gunpowder

Category: Composition Attribute (Fire + Metal + Chaos)

Type: Offensive/Disruptive

The Gunpowder attribute governs any explosive materials, represented by the gunpowder. Monsters of this attribute are limited to those living in caves and mountains where explosive materials exist, due to these monsters' diets consists of these materials.

This attribute is considered offensive/disruptive due to its ability to create explosions whenever one wants to by affecting it with an outside force. The explosions themselves are naturally the offensive part of the attribute, and the ability to create mines to prevent the opponent from moving as they please is the disruptive part. In all, it is quite a nasty attribute.

Composition Attribute: Ash

Category: Composition Attribute (Fire + Death)

Type: Defensive/Disruptive

The Ash attribute can be found as a rarity in areas where Fire-type monsters thrive. They are more defensive-natured than their hot-headed friends and feuds between the two groups can often be witnessed.

Skills of the Ash attribute are mostly defensive in nature, with an extra focus on defense against energy-based attacks, such as fire. This attribute can also be used in the same fashion as the Sand- and Snow attributes, and it is exceptionally good in inflicting Burn ailments through AoE spreading of burning ash.

Composition Attribute: Mud

Category: Composition Attribute (Water + Earth)

Type: Defensive/Disruptive

The Mud attribute is closely related to the Earth attribute, but there are some differences. Mud focuses solely on fluid mud while Earth is centered around solid materials. Creatures of the Mud attribute are equally closely connected to creatures of the Earth attribute, but they prefer large, muddy habitats instead of making their home anywhere they want.

Mud skills will make use of mud to disrupt the enemy with bad foothold, walls of sticky mud, and attack from a distance with moves like shooting mud bullets. 

Composition Attribute: Salt

Category: Composition Attribute (Water + Earth + Metal)

Type: Defensive

The Salt attribute is a rare attribute that is rare to find in wild monsters, but there are some exceptions, such as the Salt Golem and some sea monsters. 

It is a defensive type by creating walls of salt, but it can also be used to absorb moisture, making it offensive/disruptive against many living creatures. It can also act as a catalyst to improve the Holy attribute, and it has a natural ability to weaken demons and the undead.

Composition Attribute: Ink

Category: Composition Attribute (Water + Earth + Darkness)

Type: Supportive/Disruptive

The Ink attribute is the attribute for the written art. Anything related to ink or paint is included in this attribute, and users of these objects often have the Ink attribute as a racial attribute. There also exist certain octopus-creatures of this attribute.

As one would suspect, the Ink attribute allows one to create masterpieces in the form of writing and painting. It can make the artworks come "to life" and serve the artist. It can also be used as an effective smokescreen, especially underwater.

Composition Attribute: Wood

Category: Composition Attribute (Water + Earth + Life)

Type: Defensive/Supportive/Disruptive

The Wood attribute is the attribute governing plantlife and trees. Obviously, it makes the members of this attribute Plant-type monsters like Alrunes and Ents.

As one can expect from the attribute of the flora, the Wood attribute has many usages. It can create traps, poisonous thorns, life-recovering pollen, and so much more that one cannot keep track of its all. 

Composition Attribute: Medicine

Category: Composition Attribute (Water + Life)

Type: Supportive

The Medicine attribute is an uncommon attribute that can be found in some plant-type monsters, primate monsters that have medic-related knowledge or even classes, and other creatures with a connection to medicine in general.

As one can expect, the Medicine attribute skills are focused on medicines, recovery, and treating illnesses. This makes it close to impossible to find any offensive, defensive, or other types of skills outside recovery-based ones. 

Composition Attribute: Poison

Category: Composition Attribute (Water + Death)

Type: Disruption

The Poison attribute is shared with many monstrous creatures, such as snakes, insects, arachnids, and many more. It is of the Disruption-type, which means that many of the creatures of this attribute, if not all, are roguish in nature, more than often preferring to trap the opponent instead of facing them head-on.

Skills and abilities of this attribute will more than often inflict status ailments to the victim, which includes, but is not limited to, the Poison ailment, the Paralyze ailment, and much more. There are some times the case where the Poison skills can be used as medicines, depending on the situation. There are practically no defense- or offense skills of this attribute. Even if they are, it is simply as a side-effect of an ailment-inflicting ability.

Composition Attribute: Ocean

Category: Composition Attribute (Water + Order)

Type: Defensive/Supportive/Disruptive

The Ocean attribute is representing the seven oceans on Terra Sol. It is an attribute held by various sea-living creatures and it is seen in classes that are related to the sea, such as the Sailor class.

This attribute's sole ability is to affect the sea. Unlike the Water attribute, the Ocean attribute cannot create water. Instead, skills related to this attribute will manipulate the ocean or use ocean water to perform new deeds. Some Ocean skills may include a way to bypass this limitation, but they are still stronger when fighting in, or on, the seas.

Composition Attribute: Gem

Category: Composition Attribute (Earth + Light + Metal)

Type: Offensive/Supportive

The Gem attribute is centered around gems, but unlike the Crystal attribute, only real gems, the kind that can be used as materials for magic catalysts, are counted as part of this attribute. Creatures of Gem include the Jewelborn or other creatures with gems as part of their bodies. Living Gems are an even better example of a creature of this attribute.

Gem-skills are mystical in nature, as fit for an attribute for components of magic catalysts. The skills produce magical-like effects, and it is easy to differ a Gem skill from a Crystal skill. One can magic constructs in Gems, but raw energy is impossible. For that, it is suggested to use the Crystal attribute instead.

Composition Attribute: Stench

Category: Composition Attribute (Wind + Death)

Type: Disruptive

The Stench attribute is one attribute you do not want to encounter...anywhere at all. It can be found in monsters living practically anywhere, but the few creatures that have it are rare and far between.

Skills of the Stench attribute is focused on bad odor, taking away the opponents' means of fighting back by paralyzing their bodies with a stench so horrifying that they cannot stand up to defend themselves. Users of this attribute also have defensive skills to protect themselves from the smell.

Composition Attribute: Vibration

Category: Composition Attribute (Wind + Metal + Chaos)

Type: Offensive/Defensive

The Vibration attribute is exactly as it says, the attribute that creates vibration. Its relationship with the Wind attribute is due to it being vibrations in the air, while the Vibration attribute is for vibrations that go through solid matter. 

This makes it a formidable offensive attribute, but the vibrations can also be used to deflect some attacks. It is therefore a rare attribute that only the strongest of creatures can obtain, but it's more often found in beast-type monsters for some reason.

Composition Attribute: Music

Category: Composition Attribute (Wind + Order)

Type: Supportive

The Music attribute is the attribute representing soothing and calming sounds, as opposed to the Sound attribute that focuses on loud, disruptive noises. One can find many bird-species of this attribute, but there exist other races that use this attribute, such as Mermaid-species or some Celestials.

Skills of the Music attribute is centered around, what a surprise, music. The skills focus either on soothing the listeners and improve their recovery, be it either for recovering from certain status ailments or improving the natural MP-recovery, or to do the opposite; inflicting various mental status ailments and disrupting the target's natural MP-recovery.

Composition Attribute: Sound

Category: Composition Attribute (Wind + Chaos)

Type: Offensive/Disruptive

The Sound attribute is representing loud noises and sounds, essentially strong vibrations in the air. It is most often seen in the shape of Roar-type skills and can be equally devastating offensively as it is obnoxious (for one's hearing).

The Sound attribute is one of the rare examples of an attribute that has many users of it, but not many specific members of it either. The few Sound attribute-races out there are pretty much limited, but not exclusive, to certain bird-species.

Composition Attribute: Sand

Category: Composition Attribute (Wind + Earth)

Type: Defensive/Disruptive

The Sand attribute is understandably easiest to find in deserts and on large, sandy beaches. It is mostly owned by scorpions and crabs, but it can also be found in desert animals and other creatures of the drylands.

As an attribute, Sand allows one to create grand walls of sand to tank hostile attacks, it can create waste sandstorms that disrupt the opponents' sight, and it is exceptional in inflicting the Thirst ailment. 

Composition Attribute: Lightning

Category: Composition Attribute (Wind + Light + Chaos)

Type: Offensive

The Lightning attribute one of the more powerful attributes there is, often seen as the attribute of choice for powerful C-rank creatures or above. The race that has the most Lightning-users are the Dragons species, but the two sub-groups of Dragons; the Loong and the Ryu, have even more members who use Lighting than the "western" Dragons.

While powerful, the Lightning attribute has a weakness in that they are extremely costly on either MP or SP, sometimes even on both! Another characteristic is that almost every skills are one-shots, meaning that one needs to continue to use the skills if the enemy survives the first strike. There are also many ways to block the Lightning attribute, so only those with energy to spare should consider obtaining this attribute.

Composition Attribute: Shadow

Category: Composition Attribute (Light + Darkness)

Type: Disruptive

The Shadow attribute is most commonly found in the likes of demons, but as it's an attribute with high stealth-capabilities, one can discover many creatures from various species that own this attribute naturally.

As mentioned, the attribute is incredible regarding stealth, but it can also be used to make attacks from the shadows, flee from a stronger opponent, and even create traps that cannot be detected. Essentially, the attribute for dirty fighting. One can expect that someone with this attribute will have a negative Karma Value, though it's not for certain though.

Composition Attribute: Crystal

Category: Composition Attribute (Light + Metal)

Type: Offensive/Defensive

The Crystal attribute is having a focus on crystals, a feat that neither Earth nor Metal can reproduce, and is a more physical attribute compared to the magic-focused Gem attribute. Creatures of Crystal have visible crystal parts on their bodies and are known for their toughness and sharpness.

Like the creatures, the skills of the Crystal attribute focus on sharpness and toughness, creating strong walls of crystal to guard against attacks while fighting back with sharp weapons made of the same material. One can also store energy in Crystals, but not complicated magic constructs, a feat only possible for the Gem attribute.

Composition Attribute: Holy

Category: Composition Attribute (Light + Order)

Type: Supportive

The Holy attribute is the closest thing one can reach when aiming for the seat of the gods. Only the Celestials have this attribute naturally, but Clerics and Priests may attain it as well.

As for its abilities, the Holy attribute has an incredible power of purification, it is strong in exorcising vile creatures such as the undead or demons, plus it also has incredible healing abilities. A party of support-abilities.

Composition Attribute: Illusion

Category: Composition Attribute (Light + Chaos)

Type: Disruptive

The Illusion attribute is, as its name suggests, an attribute that is all about illusions. It is a popular attribute in the desert, where mirages are common occurrences, especially with the less violent monsters.

Illusion skills are all about deceiving the opponent, and not only by illusions but also through moves like hypnosis. Some of the higher-tier Illusion skills may also turn their illusions into real objects.

Composition Attribute: Moon

Category: Composition Attribute (Darkness + Order)

Type: Defensive/Supportive/Disruptive

The Moon attribute is a rare attribute that can be found only in creatures with a relationship to the seven moons of Terra Sol. Some may even live on these mysterious satellites.

Skills of the Moon attribute is highly mystical in their nature, and they take on several properties from the moons themselves. Abilities such as making others go mad, creating a force of attraction, illusions, or reflective abilities are all found in the Moon attribute skills.

Composition Attribute: Curse

Category: Composition Attribute (Darkness + Chaos)

Type: Disruptive

The Chaos attribute is the attribute known to represent the demon-races and is easy to discover among their ranks. Other "evil"-classified monsters are also known to have this attribute.

The Curse attribute is, as one can guess, focused around curses. It slowly drains their victim of their strength, which is shown in the World System as a status debuff of various kinds, inflicting nasty status ailments (mental types are their favorites, but it is not limited to them), and they are feared for their special "Curse" status ailment, which acts like an MP-version of the "Poison" status ailment. 

Composition Attribute: Mechanical

Category: Composition Attribute (Metal + Life)

Type: Defensive/Supportive

The Mechanical attribute represents "living machinery" as Automatas and other creatures that have mechanical bodyparts, therefore the name. Machinerzs are strictly considered part of this attribute, despite not being 100% classified as "living beings", machinery or not.

Skills of the Mechanical attribute focus on producing mechanical products or usage of mechanical bodyparts, the latter being limited to creatures such as Automatas, or "cyborgs" with mechanical bodyparts.

Composition Attribute: Undead

Category: Composition Attribute (Life + Death)

Type: Disruptive

The Undead attribute is not so surprising an attribute that only the undead has naturally. It is the reverse of Life, resulting in great harm should a living creature obtain it, if not kill them on the spot.

Skills of the Undead attribute are also called "Ghost skills", as they reproduce the natural abilities of ghosts that are told of in histories both on Terra Sol and in other worlds. The attribute is not so effective with status ailments such as the Death attribute though. 

Composition Attribute: Heretic

Category: Composition Attribute (Order + Chaos)

Type: Disruptive

The Heretic attribute is an attribute that focuses solely on disrupting and damaging the soul, making it an attribute only creatures of horror would obtain. Some demon-species own this attribute naturally, but it is more observed in the possession of the Outer Ones.

The attribute has no offensive- or defensive means of battle, existing solely to disrupt the opponent's soul. This makes it a strong attribute to combine with mental status-ailments such as Fear, Charm, or Anger.

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