This is a reference chapter for those who need it regarding the power systems in this novel. Please start at "Prologue" for the beginning of the story.
*WARNING: SOME DATA HERE MAY INCLUDE SPOILERS*
Political powers:
Five Kings Union (Human)
-Kingdom of Arcadios (Symbol, Golden Eagle on a Red Shield)
-Wisteria Concord (Symbol: Wisteria flower)
-Paede Kingdom (Symbol: Red Lion)
-Keinydd Kingdom (Symbol: Black Coiled Python)
-Kingdom of Docia (Symbol: Blue Griffon on a White shield)
Beast Kingdoms
-Raleron (Symbol: Tiger paw)
-Eroa ( Symbol: Roaring Bear)
-Alorek (Symbol: 5 black claw marks)
Elven Kingdoms
-Aedrider (Symbol: Crossed Hammers)
-Haedda (Symbol: three silver feathers)
Far Shores: Mysterious nation of seafarers from beyond the mist that surrounds the continent on which the story takes place. There is no dedicated symbol; all Far Shores citizens are heavily tattooed.
Power Systems:
Warrior and Mage Ranks:
-Novice
-Beginner
-Intermediate
-Advanced
-Master
-King
-Empyrean
Marks (based on standard threat level of the mark itself, does not determine ones ability to utilize the skill. IE someone with a basic mark of speed, might be able to combine it with master level sword arts to defeat an Empyrean level swordsman)
-Basic
-Abnormal
-Lethal
-Unknown (Marks that have not been seen before, or their potential for harm is -unquantifiable)
Monsters: Each rank up is generally a 2 times increase in base power. At S-Rank this rule breaks down as monsters can scale to unquantifiable levels of power.
-F-Rank
-E-Rank
-D-Rank
-C-Rank
-B-Rank
-A-Rank
-S-Rank
Magic Weapons: Strength level of magic effect multiplies 2 times per rank of item. IE fire damage of a common fire dagger would be 32 times stronger at divine level
-Common
-Uncommon
-Rare
-Legendary
-Ancient
-Divine
-Primordial
Magic
-Elemental Magic: Fire [Flamma], Water [Aqua], Wind [Ventus], Earth [Terra]
-Transcendent Magic: Magma [Eruptio], Ice[Glacies], Thunder[Tempestas], Metal [Ferrum]
-Other: Light [Lux], Dark [Umbra], Enchantment, Identification
Important Magic information:
-Physical Mana: Mana that powers Arts
-Metaphysical Mana: powers Magic
-Mana Manipulation: Able to change how a Spell or Art is generated after activation. Can change where in the body the mana is focused and manipulate some of the way the spell works.
- Channeling: pure control of mana at the base level. Able to over-power or under-power Spells/Arts. Voiceless casting of Arts and Magic. Can use 100% of possible mana in body, to the point of even causing death. Also able to funnel Physical and Metaphysical mana into either Arts or Magic with impunity