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Amares guide

  Author: This is the information provided to the MC. More will be revealed as the story progresses and remember that it was mentioned that not everything written. Some stats have hidden unseen influences.

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  Basic Info:

  Spoiler

  Level: A person’s life experience level (each level awards 5 SP, 50 HP,MP, and SP unless the user has a class in which these values are altered)

  Class: Selected class. Has a complementary effect on all activities related to this class and affects the growth of HP, MP, and SP. The amounts these values change depends on the class. Available classes are accessed by fulfilling requirements for the class.

  examples include the basic: farmer, merchant, warrior, mage, archer, enchanter, healer, etc. There are also hidden job trees that can be discovered through unique actions.

  Effects of a warrior class: X 5 HP, X 1 MP, X 3 SP with complementary effects on physical stat growths toward Strength, Vitality, Vigor.

  Subclass: Selected sub-class. Has a lesser effect compared to a main class and is recommended to compliment the main class. The amount of sub-classes available correlates to the amount of main classes.

  for example the main class blacksmith has a complementary effect with the sub class metallurgist.

  Titles: Titles are given as a recognition toward someone’s accomplishments. The more grand an accomplishment the higher the effect of the title.

  Current Titles:

  Unbound: You are no longer chained by the laws of the world

  [Effect: Those who wield this title are immune to any control spells and have limitless growth potential.

  Mind Control Resist +100%

  Physical Control Resist +100%

  Mysterious connection to the Goddess Amare Anima Nexu

  Body growth unrestricted (awarded the skill: Growth Correction)

  SP: Stat Points (each level provides 5 points for distribution to anything except sub stats and affinities)

  CP: Cheat Points (similar to stat points but are awarded for accomplishing tasks. [more difficult tasks give more points]) Using CP varies use conditions for certain selections

  HP: Health Points (1 strength = 5 HP, 1 vitality = 10 HP) [0 health doesn't mean death]

  MP: Mana Points (1 intelligence = 10 MP, 1 wisdom = 5 MP) [0 mana causes extreme mental fatigue or unconsciousness]

  SP: Stamina Points (1 vigor = 10 SP, 1 vitality = 5 SP) [0 stamina causes paralysis until 50% is restored]

  HR: Health Regeneration (1 strength = .1/s HR, 1 vigor = .2/s HR )

  MR: Mana Regeneration (1 wisdom = .1/s MR, 1 focus = .2/s MR)

  SR: Stamina Regeneration (1 vitality = .1/s HR, 1 vigor = .2/s SR)

  Strength: The amount of power your body carries within

  Intelligence: A person’s cognitive ability

  Dexterity: Precision of the body

  Vitality: Physical health and endurance

  Wisdom: A person’s ability to utilize knowledge

  Vigor: The intensity of a person’s energy and longevity

  Agility: Flexibility and attack speed

  Focus: Ability to concentrate produce higher imaginary detail

  Speed: Movement speed (.5 meters /s per stat)

  Leadership: Efficiency in commanding others and maintain moral

  Charm: People's perception of you (has a chance to effect first encounters)

  Charisma: Ability to compel people to listen to you

  Stealth: Your presence is harder to notice

  Sense: Perception of the world around you

  Willpower: A mysterious force generated from within

  Art: The ability to make artistic works (has varying effects based on results)

  Faith: Spiritual apprehension

  Luck: You have more luck

  Fire: Affinity and resistance for fire magic

  Water: Affinity and resistance for water magic

  Earth: Affinity and resistance for earth magic

  Wind: Affinity and resistance for wind magic

  Light: Affinity and resistance for light magic

  Dark: Affinity and resistance for dark magic

  Spacial: Affinity and resistance for spacial magic

  Neutral: Affinity and resistance for neutral magic

  Main Stats: Has a more clear effect on the user.

  Sub Stats: Has a more mysterious effect on the user. Stat limit is at 100 each.

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  This tale has been pilfered from Royal Road. If found on Amazon, kindly file a report.

  Skill Info:

  Traits: Physical and spiritual characteristic of the user

  Passive/Active Skills: Physical and mental aspects of the body that function either automatically or with the effort of the user.

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  Currency:

  50 small copper coins = 1 big copper coin

  10 big copper coins = 1 small silver coin

  50 small silver coins = 1 big silver coin

  10 big silver coins = 1 small gold coin

  50 small gold coins = 1 big gold coin

  100 big gold coins = 1 mythril coin

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  These are stat comparisons for the MC and others, remember only the MC has a stat window and these numbers are only examples.(there are exceptions to everything aka prodigies and such) [People also gain classes they just don't know, but the effects vary due to habits, personality, and skill]

  Life expectancy and stat averages are guaranteed to vary. Hence the word expectancy.

  Basic Dominant Races: (Normal people)

  Humans (rounded) life expectancy: max 150 yrs

  An average adult has stats ranging from 180-250 per stat

  A trained adult stat range from 300-600 per stat

  Beastkin/Beastman [various tribes] (dexterity, agility, speed or strength boost) life expectancy: max 250 yrs

  Average adult 250-380

  Trained adult 450-780

  Elves: (Strength limit, wisdom and focus boost) life expectancy: max 500 yrs

  Average 100-500

  Trained 200-1000

  Dwarves: (Speed limit, strength boost, dexterity boost) life expectancy: max 200 yrs

  Average 150-350

  Trained 250-800

  Demons: (Vigor, intelligence, or strength boost) life expectancy: max 300 yrs

  Average 300-500

  Trained 600-1000

  Don't read unless you caught up with the story or don't care

  Arc 1 Additional info

  Spoiler

  Religion:

  The religion In Tenebris is lead by the Elemental churches with The Church of Light being the strongest. Followed by Water, Earth, Neutral, Spacial, Fire, Wind, and Dark.

  The churches that follow the gods have been all but abandoned if not for it being necessary for the people to gain names.

  Not much is known about the naming system, but it is said to have a hidden purpose.

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  Affinities

  A person with an awakened mana core, can manipulate his mana, and can comprehend the various mana affinities can use magic. If a person can comprehend and manipulate fire mana to gain it as an affinity can become a fire mage with practice. Very few people can properly comprehend the various types of mana. Most stick to improving one type of affinity except for unique individuals.

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  Weapon Ranks:

  X - Unknown

  SS - Divine

  S - Holy

  A - Legendary

  B - Ancient

  C - Unique

  D - Uncommon

  E - Common

  F - Simple

  G - Crude

  H - Utter crap

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  Ranks and growth levels:

  Skill Ranks - Proficiencies 0/100, how proficient someone is in a task. each 25 ranks in proficiency is a qualitative leap.

  Skills Growth - Casting and channeling skills : Novice, Intermediate, Advanced, Expert, Mastered. Every threshold passed gives the skill higher quality and additional effects.

  Guild Ranks - XX,X,SSS,SS,S,A,B,C,D,E,F,G,H

  Each corresponding rank has a difference of 5 people of the previous rank to advance. (a person with the ability to overcome at least 4 rank F's can advance to rank E.)

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  Endangered Races (hunted for various reasons or are low in number)

  Moon Wolves - A race blessed by the Moon and gains strength in its light. Hunted to near extinction by the 'Church of Light' in order to take their hearts under a full moon and make [Moon Stone]s. Shiro was miraculously born under this once legendary race, and has also inherited their plight.

  Average stats - not enough information

  Trained stats - not enough information

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  Encountered Unique Monsters:

  Gorc

  Blood Weaver

  I'm gonna have information added as time passes

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