Auxiliary Chapter

Use this as your reference. (Spoiler warning) I'll update it regularly.

 

Skill Level

Beginner Level (1000 Exp needed for each level)

Lvl 0 - 0

Lvl 1 – Power + 100

Lvl 2 - Power + 120 (Total: 220)

(Knight page Lvl.3 - Lvl.5)

Lvl 3 - Power + 144 (Total: 364) = Early Knight Page

Lvl 4 - Power + 173 (Total: 537) = Mid Knight Page

Lvl 5 - Power + 208 (Total: 745) = Peak Knight Page

(Knight Apprentice Lvl.6 - Lvl.8)

Lvl 6 - Power + 249 (Total: 994) = Early Knight Apprentice

Lvl 7 - Power + 299 (Total: 1293) = Mid Knight Apprentice

Lvl 8 - Power + 358 (Total: 1651) = Peak Knight Apprentice

(Quasi-Knight Lvl.9 - Lvl.10)

Lvl 9 - Power + 430 (Total: 2081)

Lvl 10 - Power + 515 (Total: 2596)

 

Note: Strength and numbers alone do not define the true might of a Knight. These are but measures of the flesh, standard markers of their physical form when put into numbers. Yet many things lie beyond such measures: experience in battle, the weight of their weapon, the quality of their armor, the flow of their fighting style, all these and more shape their true power.

As for Lumberling's daily training, do not expect skill points to come with every passing day. It is like the steady swing of a hammer at the forge, progress is not always seen, but each strike still shapes the blade.

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Lumberling's Level

(He doesn't grow stronger by leveling up, his power comes from devouring essence, each devour makes him stronger.)

Experience needed each Level

Level 0 - 110 (Maxing out experience at this level yields a total of: 51 power)

(The same applies to other levels, the total yield is shown in parentheses beside each.)

Level 1 - 340 (126)

Level 2 - 710 (226)

Level 3 - 1,040 (294)

Level 4 - 3,500 (390)

Level 5 - 7,300 (498)

Level 6 - 10,600 (619)

Level 7 - 14,100 (756)

Level 8 - 17,800 (912)

Level 9 - 22,000 (1090)

Level 10 - 26,000 (1294)

Level 11 - 31,900 (1527)

Level 12 - 38,000 (1794)

Level 13 - 44,200 (2098)

Level 14 - 51,500 (2444)

Level 15 - 59,300 (2787)

Level 16 - 66,700 (3231)

Level 17 - 74,800 (3682)

Level 18 - 82,700 (4395)

Level 19 - 93,400 (5260)

Level 20 - 106,700 (6236)

 

 

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Monsters

 

*Giant Rats-Gives 3 essences (Weaker than goblins but numbered thousands)

*Rotmites-Insects that dissolve armors.

*Bloodthorns-Carnivorous plants, gives 35 essences (Elite soldiers Level)

*Shade Stalker-Gives 30 essences (Elite soldiers Level)

*Bloodhorns-Carnivorous stags, gives 35 essences (Elite soldiers Level)

 

*Common Kobolds- Gives 3 essences

*Elite Kobolds-Gives 30 essences (Elite soldiers Level)

*Kobold Berserker-Gives 75 essences (Knight page level)

 

*Common Goblins-Gives 3 essences

*Hobgoblins-Gives 30 essences (Elite soldiers level)

*Hobgoblin Warrior-Gives 100 essences (Knight page level)

 

*Common Wolves-Gives 10 essences (Stronger than common soldiers)

*Dire Wolves-Gives 40 essences (Elite soldiers level)

*Bloodfang-Gives 100 essences (Mid-Knight page level)

*Alpha Dire Wolf-Gives 300 essences (Knight Apprentice level)

 

*Common Gnolls-Gives 75 essences (A step behind a Knight page)

*Gnoll Brusier- Gives 100 essences (Mid-Knight page Level)

*Gnoll Ravager- Gives 300 essences (Knight Apprentice Level)

 

 

*Common Orc-Gives 75 essences (A step behind a Knight page)

*Orc Warrior-Gives 100 essences (Knight page Level)

*Orc Brute

*Orc Lord

 

*Common Bears-Gives 150 essences (Knight page level)

*Dire Bears-Gives 350 essences (Knight Apprentice level)

*Gorehide Bear-Gives 700 essences (Quasi-Knight level)

 

*Common Lizardman-Gives 75 essences (A step behind a Knight page)

*Giant Spiders-Gives 85 essences (A step behind a Knight page)

*Webstalker Spider-Gives 180 essences (Mid-Knight page level)

*Venomfang Matron-Gives 380 essences (Mid-Knight Apprentice level)

*Abyssal Webcaller- Gives 700 essences (Quasi-Knight level)

*Giant Bats-Gives 85 essences (A step behind a Knight page)

*Forest trolls-Gives 350 essences (Knight Apprentice Level)

*Serpent Vine- Gives 700 essences. (Quasi-Knight level)

 

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Knights

Knight Page (Gives 55 essence)

Knight Apprentice (Gives 250 essence)

Quasi-Knight (Gives 600 essence)

Knight 1

Knight 2

Knight 3

Knight 4

Knight 5

 

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Enemy Type: Normal and Elite Soldiers

*Normal Soldiers yield 5–15 essence (Yields 1–2 skill experience points, depending on the soldier's specialization.)

*Elite Soldiers yield 20 essence (Yields 1–2 skill experience points, depending on the soldier's specialization.)

 

Enemy Type: Knights

+250 skill EXP when the enemy Knight is 1 stage higher

+125 skill EXP when the Knight is at the same stage

+70 skill EXP when the Knight is 1 stage lower

+35 skill EXP when the Knight is 2 stages lower

 

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Army Ranks

*Decurion - Commands 30 soldiers (Knight Page)

*Centurion - Commands 200 soldiers (Knight Apprentice)

*Senior Centurion - Commands 500 soldiers (Quasi-Knight)

*Camp Prefect - Third in command responsible for logistics and requisition (Knight 1)

*Tribunes - Second in command. Usually, young men from wealthy families who wanted to get experiences

*General - Commander of a legion; 6000 Soldiers (Knight 3)

*Imperial Legate - Commander of two or more Legion (Knight 4)

*Emperor (Knight 5)

 

 

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Empires

Pentaline Empire

*7 Duchies ruled by Grand Dukes

*12 Duchies ruled by Dukes

*2 Fortress

-Ryazan Fortress

-Lardizal Fort

*Holy Lands controlled by the Churches

*5 Cursed lands (Ancient battlefield, forbidden Ruins, Areas shrouded in Dark magic)

*187 Counties

 

Sengolio Empire

*7 Duchies ruled by Grand Dukes

*10 Duchies ruled by Dukes

*3 Fortress

-Ganderk Fort

-Multan Fortress

-Cardona Fort

*Holy Lands controlled by the Churches

*7 Cursed lands (Ancient battlefield, forbidden Ruins, Areas shrouded in Dark magic)

*164 Counties

 

 

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Currency

*Bronze

*Silver (1 Silver = 100 Bronze coins)

*Gold (1 Gold = 100 Silver coins)

*Platinum (1 Platinum = 100 Gold coins)

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Monster Gods:

Zathog the Ever-Hungering

Title: The Maw of the Abyss

Description: A monstrous god of endless hunger, believed to have spawned the first beasts of chaos. Worshiped by monstrous races, especially those that devour their enemies.

Morvagoth, the Father of Beasts

Title: The Beastborn Tyrant

Description: A primeval god who shaped all monstrous creatures. Some say he still slumbers deep beneath the world, dreaming new horrors into existence.

Nyzorrak, the Flesh-Twister

Title: Lord of Abominations

Description: A twisted deity who mutates creatures into horrifying forms. His cultists perform vile rituals, fusing animals and people into monstrous hybrids.

Shuth'raal, the Night Terror

Title: The Shadow That Crawls

Description: A monstrous god of nightmares and unseen horrors. He lurks in the dark corners of reality, whispering to those who crave monstrous power.

Ghorvash, the World-Breaker

Title: The Titan of Destruction

Description: An ancient god of colossal monsters, worshiped by giants, dragons, and behemoths. Said to be the force behind every world-ending beast.

Ul'Zaroth, the Chained Horror

Title: The Forgotten Devourer

Description: A god of monstrous power, sealed away by the other gods. Worshipers seek to break his chains, believing he will return and reshape the world in his monstrous image.

...

Oracle - Wielders of Divine Power and the Law of Time

(Oracles are rare individuals who tap into the divine and manipulate the flow of time itself. However, such power comes at a price. To withstand the strain of the Law of Time, an Oracle must continuously strengthen both body and mind through divine energy.)

Ranks of the Oracle Path:

*Apprentice – A novice just beginning to sense divine energy and temporal distortions.

*Guide – One who helps others glimpse fate, with a growing mastery over time threads.

*Expert – Proficient in channeling divine power and slowing or accelerating time in short bursts.

*Guru – A spiritual mentor, capable of teaching and manipulating minor time anchors.

*Scholar – Deeply knowledgeable in temporal theory and divine scripture, unlocking complex techniques.

*Sage – A master of divine insight, able to perceive alternate timelines and outcomes.

*Seer – A prophet who can briefly step into past or future moments, at great cost.

*Visionary – One who sees time as a vast river and bends it to their will, walking the edge of divinity.

...

Mage - Masters of Arcane Energy – Bearers of the Mana Heart

(Mages are individuals who awaken and cultivate a Mana Heart, the core of their magical power. Through intense study and training, they expand their control over magic by forming Magic Circles, each representing a new level of mastery and depth of power.)

Ranks of the Mage Path:

*Magic Circle 1 – The initial awakening of the Mana Heart; basic elemental manipulation becomes possible.

*Magic Circle 2 – Mana flow becomes more stable, allowing for beginner spellcasting and minor enchantments.

*Magic Circle 3 – Can construct more complex spells and manipulate mana with precision.

*Magic Circle 4 – Advanced elemental control and early-stage spell combinations.

*Magic Circle 5 – Capable of area-wide spells, mana constructs, and sustained casting.

*Magic Circle 6 – Begins to unlock personal spellcraft, creating unique or signature magic.

*Magic Circle 7 – Considered master-class; able to distort natural laws with high-tier spells.

*Archmage – A pinnacle of magical mastery. Their spells bend reality, and their very presence influences ambient mana.

...

Adventurer Rank - The path from humble beginnings to legendary feats.

(Adventurers are ranked based on their skill, experience, and contributions. Rising through the ranks signifies not only power, but reputation, reliability, and survival in a world filled with danger.)

Ranks:

*Iron – Fresh recruits and novice adventurers. Just starting out, often tasked with errands or minor threats.

*Bronze – Slightly more experienced; able to handle basic monsters and simple escort or gathering missions.

*Silver – Reliable and competent. Often part of small parties tackling mid-tier beasts and bandits.

*Gold – Skilled veterans. Trusted with high-risk missions, dungeon exploration, and local defense.

*Platinum – Elite adventurers recognized by guilds and nobles. Often lead teams and take on major threats.

*Diamond – Rare and powerful. Capable of slaying calamity-class creatures or resolving regional crises.

*Master – Legends in the making. Feared and respected across nations and empires, with unmatched combat or tactical prowess.

*Grand Master – Living myths. Their deeds are recorded in history books. Often shape the fate of kingdoms or entire empire.

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Barbarian - Savage Strength • Tribal Spirit • Unbreakable Will

(Barbarians draw their power from raw physical might, primal instincts, and ancestral connection. Through battle, they ascend the warrior path, evolving into living weapons and spiritual leaders of their tribes.)

Ranks of the Barbarian Path:

*1-Star Warrior – A fresh blooded fighter, learning to survive by strength and instinct.

*2-Star Warrior – Tougher and more disciplined, able to face larger threats head-on.

*3-Star Warrior – A seasoned warrior whose roars strike fear into lesser foes.

*4-Star Warrior – Possesses refined brutality, using controlled rage in combat.

*5-Star Warrior – A peak warrior, embodying raw power and battle wisdom.

*Berserker – Enters a violent trance in battle, ignoring pain and breaking limits through rage.

*Totem Master – Channels ancestral spirits, wielding both brute strength and tribal magic through sacred totems.

*Barbarian King – A warlord among barbarians. Commands armies, crushes mountains, and carries the wrath of generations.

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Werewolf - From the lowest howl to the voice that commands the moon.

(Werewolves evolve through a mix of physical transformation, spiritual growth, and pack dominance.)

Ranks:

*Kappa – A fledgling werewolf learning to control transformation and primal urges.

*Iota – Begins to harmonize body and beast; gains minor regenerative abilities.

*Zeta – A disciplined hunter, capable of short bursts of supernatural speed and strength.

*Epsilon – A reliable pack member. Gains partial control over hybrid forms and heightened senses.

*Delta – A front-line warrior of the pack. Known for endurance, combat instinct, and loyalty.

*Gamma – An elite werewolf trusted by leaders. Possesses advanced transformation control and battle prowess.

*Beta – The second-in-command. Commands respect, leads hunts, and carries authority within the pack.

*Alpha – The dominant leader. Charismatic, cunning, and powerful enough to assert control over an entire pack.

*Ultima – A mythical existence. Transcends the Alpha. Said to possess a perfect union of man, beast, and spirit—an apex predator even other Alphas bow to.

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Vampires - From newborn shadows to the timeless lords of blood.

(Vampires measure status not only through strength, but through lineage, age, and the depth of their control over the blood arts.)

Ranks:

*Fledgling – A newly turned vampire, still tethered to human impulses. Weak, unstable, and often bound to a sire.

*Neonate – A young vampire beginning to understand their powers. Gains minor control over thirst and simple abilities.

*Ancillae – A rising vampire, no longer watched closely by elders. Trusted with minor duties and blood-bound tasks.

*Pureblood – Born of ancient vampiric lineage or elevated by ritual. Superior to common turned vampires in power and talent.

*Vampire Lord – Rules over territories or clans. Possesses advanced blood magic, influence, and martial prowess.

*Elder – Centuries old, their power thickens with age. Masters of blood rituals, manipulation, and nightmarish abilities.

*High Elder – Nearly mythic. Can dominate lesser vampires with a glance. Rarely seen, often plotting from the shadows.

*Sovereign – Ruler of vast domains or entire covens. Their will is law among vampirekind, and their word can start wars.

*Methuselah – Ancient beyond reckoning. Vampires so old their humanity is nearly gone. Whispers say they predate kingdoms and drink the blood of time itself.

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Future Additions:

Ki arts

Cultivation

Runes

Witches

Vikings

Ability Holders

Dragons

Giants

Angels

Demigods

Titans

Gods

Olympian Gods