Friday, December 25, 2015

In That Moment of Suffering Glossary


Suffering Glossary

(Will update Regularly. If there's anything missing or you want more details, please tell me. I covered a general amount, so I can mainly focus on writing the story.)

Currently Updated to Chapter 26. Spoilers for anyone that has not caught up with recent chapters.
  1. Locations
  2. Major Groups
  3. Skill Levels
  4. Money
  5. Fire Spells
  6. Water Spells
  7. Wind Spells 
  8. Earth Spells
  9. Lightning Spells
  10. Light Spells
  11. Dark Spells
  12. Null Spells
         - Time Magic
  13. Potions
  14. Poisons
  15. Nobility Ranking
  16. Divinity Ranking
  17. Senna's Skills

Locations 
Remia- The world the Goddess of Creation Remilia created. Named by a misrepresentation of Remilia’s name.
Lios Continent – One of three major continents in the world of Remia. Majority of the population are ruled by human. Other races are present, but do not have as much of a ruling authority.
Icen Continent – The largest continent in the world of Remia. The races are diverse with various races seen in the continent and ruling respective areas.
Chaos Continent – The smallest continent in the world of Remia. Demons make up the majority of the population along with <Dark> magic aligned organisms.
Uts Ocean – The body of water between the Lios and Icen Continents
Flouent Sea – The body of water between the Lios and Chaos Continent.
Timberharbor – A medium sized port city on the Lios Continent and part of the Lalfiya Kingdom. The entire city mainly speaks Lalfiya with few people learning other languages. Mostly sailors that interact with the neighboring Icen continent.
Lalfiya Kingdom – The first territory that Senna finds herself in. Kind kingdom. Often at odds with the neighboring Toren Kingdom. Located on the Lios Continent.


Major Groups 
<Pact of Ambition> - The most successful and skilled clan in <Timberharbor>. They protect the town by dealing with the most dangerous missions that the guild has to offer. Senna is forcefully accepted into the clan by Anahid’s actions.


Skill Levels 
No skill = Untrained
1-2 = Basic
3-4 = Intermediate
5-6 = Expert
7-8 = Master
9 = Genius
10 = God

Spell Levels 
Basic
Intermediate
Expert
Master
God


Money 
Triton (Lalfiya Kingdom)
  • Copper Coin – 1 Triton
  • Big Copper Coin – 10 Triton
  • Silver Coin – 100 Triton
  • Big Silver Coin – 1,000 Triton
  • Gold Coin – 10,000 Triton
  • Big Gold Coin – 100,000 Triton
  • White Gold Coin – 1,000,000 Triton

Fire Spells 
<Flame> - The simplest spell to create a flame. The size of the flame is dependent on the amount of MP used.

  • Rank Basic
  • Debut in Chapter 8

<Fire Shot> - A basic elemental attack spell. An orb of fire is created and directed to attack the target. The number of orbs and flight path of the orbs depends on the skill of the caster.

  • Rank Basic
  • Debut in Chapter 8

<Enchant Fire> - Enchant a target (organism, weapon, spell) with the fire element to improve the force of an attack and possibility provide an elemental advantage. Provides a chance to burn a target

  • Rank Basic
  • Debut in Chapter 8
<Flame Tornado> - A fire spell that mixes in the wind to create a strong flaming vortex. Strength and intensity of the flames depends on the amount of magical power used.

  • Rank Intermediate
  • Debut in Chapter 26



Water Spells 
<Water> - The simplest spell to create water. The amount of water created is dependent on the amount of MP used.

  • Rank Basic
  • Debut in Chapter 8

<Water Shot> - A basic elemental attack spell. An orb of water is created and directed to attack the target. The number of orbs and flight path of the orbs depends on the skill of the caster.

  • Rank Basic
  • Debut in Chapter 8

<Enchant Water> - Enchant a target (organism, weapon, spell) with the water element to improve the force of an attack and possibility provide an elemental advantage. Provides the ability to soften the opposing target, making it easier to damage the opponent

  • Rank Basic
  • Debut in Chapter 8

<Ice> - The simplest spell to create ice. The amount of ice created is dependent on the amount of MP used.

  • Rank Basic
  • Debut in Chapter 8

<Ice Shot> - A basic elemental attack spell. A block of ice is created and directed to attack the target. The number of ice blocks and flight path of the orbs depends on the skill of the caster.

  • Rank Basic
  • Debut in Chapter 8

<Enchant Ice> - Enchant a target (organism, weapon, spell) with the ice element to improve the force of an attack and possibility provide an elemental advantage. Provides the chance to freeze the opposing target when struck

  • Rank Basic
  • Debut in Chapter 8

<Aqua Heal> - Healing spell meant to cure the injuries of the target. Uses water as a bridge to close the gap of a wound and fuse with the body sealing the wound.

  • Rank Basic
  • Debut in Chapter 8

<Cleanse> - Healing spell meant to cure poisons and other foreign objects within the target. Surrounds and forces the foreign substance out of the body.
  • Rank Basic
  • Debut in Chapter 8
<Ice Sword> - A blade of ice shaped into the form of a sword. Shape, durability, and sharpness are dependent on the user's abilities and imagination.
  • Rank Basic
  • Debut in Chapter 25
<Water Blade> - A whip like blade of water that extends and contracts at will. Senna formed it to secretly and quickly slice through a number of mages with a single stroke.
  • Rank Basic
  • Debut in Chapter 25


Wind Spells 
<Wind> - The simplest spell to create a gust of wind. The amount of wind created is dependent on the amount of MP used.
  • Rank Basic
  • Debut in Chapter 8
<Wind Shot> - A basic elemental attack spell. An orb of wind is created and directed to attack the target. The number of orbs and flight path of the orbs depends on the skill of the caster.
  • Rank Basic
  • Debut in Chapter 8
<Enchant Wind> - Enchant a target (organism, weapon, spell) with the wind element to improve the force of an attack and possibility provide an elemental advantage. Provides an increased agility when used on a target.
  • Rank Basic
  • Debut in Chapter 8
<Wind Cannon> - A concentrated orb of wind that is several times stronger than the basic <Wind Shot>.
  • Rank Basic
  • Debut in Chapter 12
<Wind Platform> - A condensed collection of wind shaped to form a platform. It moves on command as the user desires.
  • Rank Basic
  • Debut in Chapter 21


Earth Spells 
<Earth> - The simplest spell to create soil. The amount of soil created is dependent on the amount of MP used. Variations include creating stone, clay, sand, and other forms of earth.
  • Rank Basic
  • Debut in Chapter 8
<Earth Shot> - A basic elemental attack spell. An orb of earth is created and directed to attack the target. The number of orbs and flight path of the orbs depends on the skill of the caster. The type of earth used depends on the caster’s choice
  • Rank Basic
  • Debut in Chapter 8
<Enchant Earth> - Enchant a target (organism, weapon, spell) with the earth element to improve the force of an attack and possibility provide an elemental advantage. Increases the defense and durability of the target. Also increases the weight of the spell’s target if desired
  • Rank Basic
  • Debut in Chapter 8
<Nature's Binding> - Create vines that form from the earth and rise up to bind a target. Number, size, and strength of the vines are based on the user's skill with the spell. The vines are made from plant material making them vulnerable to Fire.
  • Rank Intermediate
  • Debut in Chapter 24

Lightning Spells 
<Lightning> - The simplest spell to create a spark of lightning. The power of the electrical spark created is dependent on the amount of MP used. Without proper control, the spell is extremely unreliable and will veer off in a random direction.
  • Rank Basic
  • Debut in Chapter 8
<Lightning Shot> - A basic elemental attack spell. An orb of lightning is created and directed to attack the target. The number of orbs and flight path of the orbs depends on the skill of the caster.
  • Rank Basic
  • Debut in Chapter 8
<Enchant Lightning> - Enchant a target (organism, weapon, spell) with the lightning element to improve the force of an attack and possibility provide an elemental advantage. Able to paralyze an opposing target when struck.
  • Rank Basic
  • Debut in Chapter 8
<Lightning> - Cause a bolt of pure lightning to crash down onto the target. The difficulty of the spell rivals Advanced class spells because of the difficulty in aiming and accurately striking the target.
  • Rank Intermediate
  • Debut in Chapter 25
<Lightning Sickle> - Using a lightning clad weapon to slash out at a target. A wave of lightning forms in the shape of the attack targeting anything in its path
  • Rank Intermediate
  • Debut in Chapter 25
<Lightning Crash> - Causes numerous bolts of lightning to crash down on the area.
  • Rank Advanced
  • Debut in Chapter 26
<Lightning Clad> - A spell that clads the user in Lightning vastly increasing their agility, attack speed, and thought process.
  • Rank Advanced
  • Debut in Chapter 26


Light Spells 
<Holy Cross> - Concentrated Light is formed in the shape of a cross.
  • Rank Unspecified
  • Debut in Prologue 1.
<Lightbringer> - Enchants a weapon with Concentrated light.
  • Rank Unspecified
  • Debut in Prologue 1.
<Judgment Rain> - Numerous blades of concentrated light forms in the air raining down on the target. Number of blades dependent on caster’s skill and magic power
  • Rank Unspecified
  • Debut in Prologue 1.
<Light> - Create an orb of light that floats in the vicinity illuminating the area. Length of use and intensity dependent on the MP used.
  • Rank Basic
  • Debut in Chapter 8
<Light Shot> - A basic elemental attack spell. An orb of light is created and directed to attack the target. The number of orbs and flight path of the orbs depends on the skill of the caster.
  • Rank Basic
  • Debut in Chapter 8
<Enchant Light> - Enchant a target (organism, weapon, spell) with the light element to improve the force of an attack and possibility provide an elemental advantage. Provides a purifying effect that increases the damage against undead enemies. Also makes the target become a substitute lightbulb.
  • Rank Basic
  • Debut in Chapter 8
<Light’s Blessing> - Light Magic to protect a group from the effects of enemy magic.
  • Rank Intermediate
  • Debut in Chapter 12
<Blessed Light> - An attack spell to release a beam of light on the target.
  • Rank Intermediate
  • Debut in Chapter 12
<Heal> - Healing spell meant to cure the injuries of the target. Uses light magic to stimulate growth and mend wounds.
  • Rank Basic
  • Debut in Chapter 8
<Purify> - Healing spell meant to cleanse curses and other mental ailments afflicted by an enemy.
  • Rank Basic
  • Debut in Chapter 8
<Illusion> - Uses light to distort the surroundings and form images based on the caster’s imagination.
  • Rank Advanced
  • Debut in Chapter 20
<Holy Light> - An attack spell to release a highly concentrated beam of light with strong purification properties on the target.
  • Rank Advanced
  • Debut in Chapter 20
<Holy Purification> - An advanced purification spell meant to cleanse the body of curses and other ailments.
  • Rank Advanced
  • Debut in Chapter 20
<Resurrection> - A spell to revive a person that had died a short time ago.
  • Rank Advanced
  • Debut in Chapter 20
<Sacred Light> - A blast of light with a strong purifying effect.
  • Rank Master
  • Debut in Chapter

Dark Spells 
<Absolute Negation> - A mass of concentrated dark magic is released and consumes everything in its path.
  • Rank Unspecified
  • Debut in Prologue 1
<Dark Maelstrom> - Forms a powerful tornado of dark magic
  • Rank Unspecified
  • Debut in Prologue 1
<Darkness> - Create an orb of darkness that floats in the vicinity darkening the area. Length of use and intensity dependent on the MP used. With the appropriate preparations, the spell is extremely useful in sneak attacks and other covert operations, provided the spell can cover the necessary area.
  • Rank Basic
  • Debut in Chapter 8
<Dark Shot> - A basic elemental attack spell. An orb of darkness is created and directed to attack the target. The number of orbs and flight path of the orbs depends on the skill of the caster.
  • Rank Basic
  • Debut in Chapter 8
<Enchant Darkness> - Enchant a target (organism, weapon, spell) with the dark element to improve the force of an attack and possibility provide an elemental advantage. Provides the spell’s target with a corrosive effect against magical targets
  • Rank Basic
  • Debut in Chapter 8
<Shadow Transformation> - Uses the shadows to transform into the user’s desired form.
  • Rank Unspecified
  • Debut in Chapter 13
<Dark Cannon> - An attack spell that releases a beam of <Dark Magic> at the target.
  • Rank Intermediate
  • Debut in Chapter 20
<Chaos Barrier> - A barrier type spell that absorbs all forms of magic to fuel and strengthen the barrier. It can also repel all physical attacks.
  • Rank Master
  • Debut in Chapter 20
<Dark Mist> - Releases a cloud of darkness. Skilled users can control the shape, volume, and movement of the cloud.
  • Rank Intermediate
  • Debut in Chapter 20


Null Spells (Nonelemental, pure magic based) 
<Magic> - increases the concentration of magic in the area. It has the possibility of increasing the potency of a spell, but most magicians choose to directly increase the spell potency with more MP. As a result, this spell is mostly useless and overshadowed by even the basic <Magic Shot>.
  • Rank Basic
  • Debut in Chapter 8
<Magic Shot> - A basic elemental attack spell. An orb of magic is created and directed to attack the target. The number of orbs and flight path of the orbs depends on the skill of the caster.
  • Rank Basic
  • Debut in Chapter 8
<Enchant Magic> - Enchant a target (organism, weapon, spell) with the lightning element to improve the force of an attack and possibility provide an elemental advantage. Able to strike magical targets with a physically enchanted object
  • Rank Basic
  • Debut in Chapter 8
<Sentinel’s Armor> - A <Null> type spell meant to enhance the body and make the user more resistant to physical attacks.
  • Rank Intermediate
  • Debut in Chapter 12
<Magic Platform> - A mass of condensed magic brought together to form certain shapes. Senna makes use of them to change directions and propel herself in midair. A unique spell she made when studying barrier type spells.
  • Rank None. (Senna’s own variation.)
  • Debut in Chapter 20

Time Magic Spells 
<Time Reversion> - Turns back the time of an object rendering recent events nonexistent. Extremely high magic consumption
  • Rank Advanced
  • Debut in Chapter 12
<Clairvoyance> - Take a glimpse of the future for a certain person or location. Using the spell for the distant future provides a far more muddled image compared to the near future. If the user’s mind is unable to endure the information from the spell, a backlash occurs causing extreme loss of stamina and magical power.
  • Rank Advanced
  • Debut in Chapter 16

Potions   
Basic Health Potion – Potion to heal minor cuts and wounds. (Used in Chapter 7)
Health Potion – An Intermediate grade potion to heal cuts and wounds (Used in Chapter 9)
Magic Potion – An Intermediate grade potion to restore some MP (Used in Chapter 9)
Bone Growth - A potion designed to stimulate the growth and repair of bone tissue restoring them to their original state. Normally a very strenuous process that leaves the user exhausted. Senna’s version is mixed with a stamina potion to ease the exhaustion by providing the body with extra energy. (Used in Chapter 9)
(Modern Day Potion) – A modern concoction meant to heal wounds and broken bones when Rimmer heavily tortures Senna. (Used in Chapter 18.5)
Stamina Pill – A 2nd tier stamina potion condensed into a pill form created for easy consumption during battle. Recovers energy and temporarily suppresses fatigue. (Used in Chapter 20)
High Magic Pill – A 3rd tier magic potion in the form of a pill for easy consumption. It recovers a high level of magical power in one use.


Poisons   
Noxious Forget-Me-Not – Low Basic ranked, volatile poison that turns to gas when exposed to air. It damages the lungs and inhibits the ability to breathe. (Used in Chapter 9)
Buxus Poison – Advanced poison that can easily invade the body. It eats away at the blood vessels causing victims to internally bleed to death. (Used in Chapter 9)
Lilac Cornel Extract – An Acidic poison that can almost reach the potency of concentrated Sulfuric acid. Processed from a flower and able to dissolve bone and skin (Used in Chapter 9)
Compressed Palmetto – An experimental explosive that Senna created. By using her magic to simulate a high pressure, she created this substance. By shattering the bottle, it releases the pressure in the bottle. The sudden influx of oxygen causes the substance to completely shatter and explode outwards. (Used in Chapter 9)
Incomplete Weakened Buxus Poison – An incomplete poison refined from the Grave Buxus plant. Senna intentionally weakened the poison to avoid killing Innar when she enticed him to consume it. (Used in Chapter 17)
Weakened Swelling Pudge - A poison created from a Yellow Pudge flower, and weakened with Medicinal herbs. The poison causes plants to explode from absorbing too much water. Senna created to make Innar suffer and have a peaceful night’s sleep. (Used in Chapter 17)
Red Leferry – A large flower that only grows on cliff edges. Large and resilient. Every part of the flower contains hallucinogens causing the victim to fall into a deep slumber. While asleep, the victim suffers from fearful nightmares causing their bodies to weakly move about in their sleep. (Used in Chapter 17)
Blood Aconite - A dark red flower with highly poisonous nectar. Direct exposure to the nectar causes a strong irritation to the skin forming a large red rash. Keep away from open wounds or delicate organs, like the eyes or mouth. The nectar has a strong digestive effect that can dissolve flesh or exposed organs with ease. Senna uses it to protect her body from Innar while sleeping. (Used in Chapter 18)
Weakened Cockatrice’s Poison - A poison made from the powdered remains of a Cockatrice’s beak and weakened by powdered gold needles. Exposure to the mixture causes the body to turn to stone, thereby killing the victim. (Used in Chapter 20)



Nobility Ranking  
King, Queen
Prince, Princess
Duke, Duchess
Marquess, Marchioness
Earl, Countess
Viscount, Viscountess
Baron, Baroness
Knight


Divinity Ranking  (from Wikipedia) 
Goddess Remilia
Seraphim
Cherubim
Dominion
Virtue
Archangel
Angel


Senna’s Skills   
[Katana] – Able to skillfully use a Katana as a weapon. The skill helps you wield a weapon, but the style of fighting can differ.
[Dagger] – Able to skillfully use a Dagger as a weapon. The skill helps you wield a weapon, but the style of fighting can differ.
[Martial Arts] – Able to skillfully use bare handed Martial Arts techniques in battle.
[Throwing] – Able to accurately throw projectile weapons at a target. Higher skill levels affect range, accuracy, and weight of the weapon
[All Elemental Proficiency] – Able to use all elements of magic, <Fire>, <Water>, <Wind>, <Earth>, <Lightning>, <Light>, <Dark>, and <Null>.
[Magic Spell Proficiency] – Ability to successfully cast a spell.
[Magic Power] – Affects the force behind any magic casted.
[Magic Manipulation] – Ability to control the flow of magic. Shape and concentration of magic is affected by level of skill.
[Magic Body] – Strengthen the limits of the body by infusing the skin and muscles with magic power. The higher the skill level, the more durable the body is. It is possible to have a body stronger than metal with the appropriate skill level.
[Magic Attunement] – Ability to control the flow of magic more easily. Magic power costs less with higher skill levels.
[Incantation Omission] – Able to skip the incantation for a spell. Success rate is affected by skill level, spell rank, and Senna’s mental image of the spell. Failure to hold the image results in a possible backlash draining more magic power than normal
[Detection Skills] – Skill in detecting all anomalies in the area. Ability to detect affected by magic power used and degree of concentration on surroundings.
[Presence] – Ability to detect all organisms in the area. (Gray Silhouette)
[Magic] – Ability to detect all magical beings and disturbances in the area (Blue Silhouette)
[Enemy] - Ability to detect all enemies in the area. (Red Silhouette)
[Danger] – Ability to detect attacks from hostile presences and laid traps in the area. (Yellow Silhouette)
[Tactics] – Ability to formulate strategies to overcome obstacles and defeat opponents.
[Retreat] – Able to skillfully escape from the opponent’s range
[3 Dimensional Movement] – Able to move in all three planes with the correct footing.
[Parry] – Able to deflect an opponent’s attack when using the edged weapon
[Identification] – See target information about the target and their status.
[Analysis] – Able to see specific information based on what the user wants to find out. Derived from leveling both [Identification] and [Analysis] to level 6.
[Self-Recovery] – Able to recover injuries over time. Possible to recover limbs at higher levels.
[Disguise] – Ability to alter the user’s appearance to remain undetected
[Keen Sight] – Able to see nearby objects with high clarity
[Hawk Eyes] – Able to see far objects with high clarity
[Poison Resistance] - Ability to resist all forms of poison, including alcohol and drugs
[Mind Resistance] – Ability to resist attacks and alternations to the mind
[Disease Resistance] – Ability to resist illnesses and pathogens
[Paralysis Resistance] – Ability to resist all hindrances to movement
[Petrification Resistance] – Ability to resist Petrification skills
[Storage] – Able to store non-sentient objects in an infinite space. Time does not flow for the stored items and retains the condition the object was store in.
[Reading] – Able to quickly read and absorb the contents in a short moment.
[Improved Memory] – Able to memorize all pieces of information encountered when skill is activated
[Persuasion] – Able to persuade the target.
[Bartering] – Able to skillfully haggle to quickly get the best price
[Appraisal] – Able to visually determine the value of an object
[Arithmetic] – Able to perform mathematical calculations quickly and accurately
[Experimentation] – Able to perform tests of varying combinations to acquire a successful result.
[Language Comprehension] – Able to comprehend a spoken language
[Poker Face] – Able to keep the face expressionless when lying
[Etiquette] – Able to use the appropriate mannerisms to acquire familiarity with high ranking individuals.
[Survival] – Instinctively able to differentiate between dangerous and edible plants in the wild, pitch a tent, create a campfire and other skills needed to survive out in the wild.
[Cooking] – Skillfully craft meals using any ingredient. Higher levels affect the quality of taste.
[Key Duplication] – Able to use <Earth Magic> to create crude keys to open up treasure chests.
[Apothecary] – Ability to craft different medicines and poisons. Higher levels will affect the final rank for the concoction.
[Specialized Growth] – Increased development of the user’s stats to go past the normal abilities of a human.
[Blood Manipulation] – Ability to manipulate blood at will. Skill level affects the ability to move blood, change to a gaseous or solid state, and magic consumption for the ability. Using the user’s own blood consumes less magic power compared to a different organism’s blood.
[Last Stand] – In a near death state, the user’s ability multiplies based on the skills levels. The skill can be limited based on the constraints of the human body and the degree of threat the user is facing.
[Soul Engraving] – Fuses the skills learnt onto the user’s soul preventing the user from ever forgetting their skills. Learning the skill instantly maxes it.
[Concealed Status] – Prevents others from identifying the user’s status and skills. Unless the user allows his/her status to be viewed, the identifier will only see ????’s
[Skill Development] – Skills will be learned at a faster pace than normal. Levels increase faster as this skill increase by providing the user with a subconscious understanding of the skill.

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