Novels2Search
Trinity
Basic Info On the Trinity V2

Basic Info On the Trinity V2

The Stats and other parts of Trinity Explained

I won’t be explaining every little detail of my story here since I would like to slowly feed things as they become relevant making the story flow smoothly so don’t expect too many info dumps.

Strength/STR: This stat determines the overall strength of the individual. This directly affects how hard they can hit as well how much force they can exert. This does not mean this is the amount shown at all times. It’s more like their maximum capability without any modifiers affecting it. The amount of this strength that can be used by the body all depends on where they use it. For example, with humans, their legs are usually the strongest part of their body so more of this strength can be used by that body part compared to something like your pinky. I’ve done a lot of math to get a numerical value for this stat but I won’t release it to keep writing simply for myself, though anyone that can figure it out on their own will leave me impressed. -Hint it's in kilograms. (Beat down your enemies with overwhelming Strength)

Agility/AGI: This stat determines the overall agility of the individual. This can also affect how hard you hit. Agility can be considered relative. For example, a monkey might be more agile in a forest because of the trees than a human. But Humans on a flat area would run circles around a monkey. Still, though this affects your movement speed, in either situation it just how the individual is able to use this movement speed. This stat determines instinctual reaction time. -Same as with strength, after a lot of math I came up with the best numerical value for 1 agility. (Become untouchable none are able to contend with your Graceful Speed)

Endurance/END: This stat determines the overall rate at which you experience physical fatigue, as well as the amount of punishment your body can take. This stat reduces how fast your stamina goes down. Certain body parts can still experience fatigue more than others if they aren't properly trained. For example, if you are walking on your hands instead of your legs you consumption of stamina will, of course, be higher than if you used your legs. The higher this is the greater you will also be at resisting pain in general. (Become Everlasting as other’s fall before your feet in Exhaustion.)

Wisdom/WIS: This stat determines the overall rate at which you experience mental fatigue. This stat determines how much mana your soul can hold. The mind and soul are closely connected and the soul could be considered a backup for the mind if it were ever shattered. The higher your wisdom becomes the more your memory improves.(Become what the world needs as your wisdom leads to a better future.)

Intelligence/INT: This stat determines the amount of power your abilities/spells contain. For example two people with the ability to cast fireball attack one another, one has double the intelligence of the other so his spell will be twice as powerful as the other individuals without any additional modifiers. This stat reduces how much mana abilities use. This stat is responsible for mana regeneration. If this stat is too high compared to wisdom problems can occur because if intelligence were to be compared to software wisdom would be the hardware. This stat also determines the processing speed of the mind as well as voluntary reaction time. (Become the embodiment of intelligence as you learn all there is to know .)

Willpower/WIL : It is the numerical value of the soul. This stat determines the speed at which your soul can regenerate. Determines how well you can resist soul attacks or abilities. This stat is not always static and can change even without outside interference, this is because willpower is born from the individual. If you don’t want to resist something then of course this stat will go down. The same is true if you are trying your hardest to resist, this stat will go up. When this stat is in its passive state it repels other passive soul attacks if it's high enough compared to the attack. (Become Indomitable as other kneel before your willpower.)

Vitality/VIT: This is a fusion of 4 stats. These stats are as followed 25% of Strength 25% of Endurance, 25% of Wisdom, and 25% of Willpower. This stat is completely static because of Willpower. This stat determines how much damage you can take from all manner of attacks. For example Mind attacks, Physical-based attacks, and Soul attacks. Determines Health regeneration. (Become indomitable as others fall to the sickness called mortality.)

Perception/PER: This stat determines the overall capabilities of your senses. Some senses are stronger than others but it doesn't change your overall perception only how you sense the world around you. (Become the one who perceives all as others remain ignorant.)

 Corporis in Trinity

Cultivation Realms: I will only reveal the first realm for now.

First realm, The realm of the Mortal. 10 points to every stat, every level with a total of 10 levels. Cultivation isn’t possible until the Arête awakens.

Cultivation Method: This is how individuals are able to go up the cultivation levels. It circulates the mana in the atmosphere through the individual's body to improve the individual. The can also be improved quicker through other methods, such as refined mana elixirs. They provide additional stats. The location also matters, for example, one method might speed up cultivation in hot areas while another could do the same in a colder area. Same could also be said for decreasing the speed of cultivation in inadequate locations. These methods sometimes come with martial arts, to learn as you train. Some special cultivation methods come with a set of martial arts only usable if you're cultivating the one that provides them.

Martial Arts: Make up a series of Martial Moves with a concept built around it. Martial moves can be integrated into the Arts if they are compatible, providing a bonus to the Martial move in addition to the attribute bonus. 

Martial Moves:  These can both be passive and active. They can be created from the cultivation method or from separate existing one can be integrated as long as the cultivation method does not reject it. You can exhibit all attributes Martial Moves even if you don’t have it, but the magical portion is weaker without the attribute. These all have ranks to determine quality. Martial moves compared to spells are similar but with the difference that the mana is circulated throughout the body with martial moves, with the body being the medium. Spells use an object outside the body as a medium. They both draw in mana from the soul.

Arête in Trinity

The Arête is pretty much the magical side of the Trinity. An Arête has a name and can have a number of things that make up the Arête. For example, someone’s Arête is called Elemental master which gives them multiple active Skills or passive Skills related to multiple attributes. Then another individual has an Arête called Dominator of Fire. That individual might have just as many passives or active abilities as the other and can show more power through fire, but his adaptability is lower than the other who has multiple options for growth. The Arête is located in the soul. Skills given by the Arête will always be marked as part of the Arête. Just because a skill is part of an arete doesn't mean it can't be learned, unless it's labeled as unique. An Arête is simply a combination of skills.

Attributes are what the mana is aligned with. Usually, ambient mana is attributeless and useless until processed. The Main attributes are as follows Fire, Lightning, Water, Earth, Wind, Darkness, Light, Wind, Chaos, Order, Life, Death, Space, Time. Lightning is actually a sub-attribute but its power is so formidable that it can be compared to the main attribute and is treated as so, leaving it the only main attribute without a direct enemy or ally attributes. There some more secondary attributes that are under all of the main ones, they are either lower more specialized versions or attributes that can be artificially created/unlocked by properly fusing 2 attributes. For example, the sub-attribute ice can be found under the main attribute water once you gain enough understanding about the attribute. It can also be unlocked at a lower rank if you can fuse wind and water attributes. 

Another part of the Arête the spellcasting side. Once someone’s Arête awakens at the age of 12, their ability to manipulate mana outside the body also awakens. Spells can be cast in a number of ways. The most popular is chanting. The amount of spells a soul can contain is determined by the soul. Too many spells at once will decrease your progression in other spells. The process of learning a spell is complicated with having to formulate the spell from a skeleton frame and add your own understanding and meaning to it.

Spells that are cast without the individual having the Affinity that the chosen spell focuses on are nothing compared to when they do have it. Spells can be created, found or learned. The all have rankings to determine quality/effectiveness.

Stolen content warning: this content belongs on Royal Road. Report any occurrences.

System of Yggdrasil

Yggdrasil is what connects everything together as well. It provides all individuals with a chance to grow. Without this, the other 2 parts of the Trinity's wouldn’t be able to expand and evolve. Its branches are the infinite possibilities. Every time you level up you gain 5 stat points that you can put into stats any way you would like. Every 10 Levels you gain an Apex point that provides you with the next step in evolving a maxed out Spell or martial art. Every 100 levels you get a Superior Apex that lets you evolve a skill of your Arête. You can also get Apex points for giving the Yggdrasil items that it uses as Loot in dungeons. It's because of Yggdrasil that even a low-rank Arête can become a force to be reckoned with once it evolves.

Everything has a path it could follow so it's not just your Arête or stats that will increase. Yggdrasil also provides all beings at the macro level the ability to change and evolve. With Non-sentient beings, they evolve at an instinctual level towards what they would have wanted if they were sentient thanks to Yggdrasil help. Yggdrasil is used in a variety of ways by sentient beings, such as producing contracts. The character sheet is what is used to determine an individual's strength.

Mediums- mana needs a filter to pass through when being used. With martial Moves that filter is the body, and with Spells that filter is any object the user deems good enough, as long as it can handle the mana passing through it. Spells can also be cast if you use your brain as a medium, but the effect is reduced to around 50% and can cause severe headaches and even death if overused. Weapons can also be used as a fusion medium where its used for certain martial arts, and spells. This is extremely difficult to do and only the most talented of individuals can do this.

Current revealed abilities and other Blue boxes below.

Titles 

Loki Titles

Inheritor of Yggdrasil. Not explained yet but hinted at abilities it provides.

Prankster. Not yet explained.

Nike Titles

Raging Gorilla. Not explained yet

Crimson Princess. Not Explained yet

Nyx titles

WITCH. +10 To INT, and WIS. Using A Witches hat as a medium will increase the effect of Hex related spells.

Omni-Codex Wielder. Not explained yet.

Everyone- Dungeon Diver- Unlocked when first entering a dungeon for the first time. Provides 5 stat points to spend in any way the user wishes. Gives access to the Profession Tab that allows the user to equip titles for additional effects past their base bonus. GIves access to dungeon features such as rest points, and teleportation spots.

Loki-

Shifting Seasons- The Cultivation Method that makes up part of Yggdrasil's Blessing. There is a different stat gained every Martial Level for a cycle corresponding to the 4 seasons. The user is also allowed to choose 2 stats to specialize in. The first stat will increase by 25 every martial level(Current-Agility). The Second stat will increase by 30 every other martial level. (Current-Perception). The cycle of stat gains begins with Spring providing 15 vitality. Summer the next martial level will provide 15 strength. Autumn Follows with 40 intelligence. Lastly, Winter ends the cycle with 10 wisdom and 10 endurance. The cycle then starts anew. This method cultivates the 4 seasons of Earth within the user's body, the 4 Arts, Rejuvenating Spring, Raging Summer, Descending Autumn, and Absolute Winter.

Viper strike - Attacks from the hands inject foreign mana into the enemy, disrupting their ability to manipulate mana. Addition bonus of increasing agility of the arms by 10 for every letter rank. Use currently consumes .5% mana and stamina, per successful injection. (Paralyzing Viper strike is lightning attribute version- also has a small chance of inducing some paralysis) Martial Move Tier-Common-----Preferred Attribute- Chaos, Lightning, Death

Haste- Increases Agility by a flat amount depending on the rank, as well as a 5% base increase after the stats have been added. From F-rank to A-rank the flat rate increases by 10 every letter rank, leading to a max of 50 agility at A rank. Once it has reached A+ rank the 5% bonus increases to 10%. Use currently consumes 5% of stamina as well as 1% mana upon activation and lasts 1 minute. (Charged Haste is the Lightning attribute infused version-Provides an additional 3% agility increase but consumes 3% of the practitioner's mana instead of 1%) Martial Move Tier-Common-----Preferred Attribute- Wind, Lightning, Fire, Light, Darkness, Time 

Owl Form- When morphing into this form the user's strength decreases by 70% while agility increases by 60%. Perception and wisdom also increase by 40% decreasing Endurance by 20%. Transformation consumes 3% of stamina and mana. Current Form Skills- Detect Life and Razor Wing. Tier-Uncommon

Shadow Decoy- Summons a semi-solid Clone from a shadow. This clone has no combat capabilities but retains up to 90% of the real bodies current agility. The user can either manually manipulate them, or give them simple instructions. Consumes 3% of mana on use. Every letter rank increases the number of clones the user can summon as well as how responsive they are to the Casters instructions. Spell Tier-Uncommon-----Exclusive Attribute- Darkness

Snake- Strength decrease by 20% while agility increase by 40%. Endurance decreases by 40% while perception increases by 40%. Currently consumes 3% of stamina and mana on use. Current abilities, Mana Fangs, Heat Vision. Tier-Uncommon

Mana Fangs- While in snake form the practitioner is able to inject prey with a potent Mana paralyzer that completely renders prey beneath a certain level unable to move, or manipulate mana. This last up to a minimum of 10 seconds for something up to 50kg with additional time depending on the individual. Martial Art Tier-Uncommon Preferred Attributes- Chaos, Lightning, Death, Darkness, Water, Fire

Rejuvenating Spring- When this is activated a fresh sense of vitality surrounds the area within 10 meters of the user. This does not affect what the user deems as an enemy but will increase the growth rate of plants nearby. Those within this space will feel as though they are experiencing the ideal spring day. This provides Loki with a flat 50 agility, followed by a 10% base increase to agility. A secondary effect of Spring is increasing the user's regeneration of hp, and stamina, by 1% a minute. This stance currently consumes 3% of the user's mana and stamina per minute. Martial Art Tier-Unique\

Adaptable- The user is able to move 15% of any stat over to another one, with a max stacking of 4 different stats into one. Forcefully going above this will hurt the user. The user is also able to lower other attribute ranks to increase one. The conversion rate is as follows. For every 2 letter grades, the user takes from an attribute, they can increase another by 1 letter grade, up to the current maximum of A rank. Lastly, the user is able to once a month switch any of his attributes to one he does not currently have, but it starts at F-rank. If he raises it up to C rank the attribute becomes permanent, and the previous attribute will return. More abilities can be unlocked as Adaptable evolves, and improves. Arete Tier-Unique

Yggdrasil's Pen- Being the inheritor of the system the user is able to adjust small things that are part of the system. False status screen production being the first unlocked action the pen allows the user to perform, leaving others with inspecting capabilities unable to see the real screen. Defense systems that use the system for identification can also be manipulated by adding, and removing names from the allowed list. System based contracts are also able to be manipulated as long as they are small changes that don’t divert too much from the contracts end goal. The user is also able to make their own contracts. Further abilities will naturally come as the user grows into his role as Inheritor. (Cost 30% of the casters mana. This price is locked until a relevant evolution. Arete Tier-Unique

Nike-

Rising Dragon- Passive- Within the first 5 hours of waking up all physical stats are increased by 4% if the owner is well rested. HP,SP,MP regeneration is also increased by .5% p/m. Active- Increases Strength, agility, and vitality by 10% each, as well as increasing regeneration HP by 2% per minute. The user is also able to glide through the air with a pair of fiery wings that can be willed to appear on the user's back. Currently consumes 3% of the Practitioners mana per minute(5% with wings), as well as 4% of stamina per minute(6% with wings). Martial Move and Arete Tier- Mythic

Victories Rewards- Whenever the owner defeats a weak opponent compared to themselves, they receive a buff of 2% to all physical stats. A 5% buff is received if the individual is closer to being equally challenging. Lastly, a 10% buff is received if the individual is the owner's equal or even more powerful. These buffs stack 3 times each individually, and each last over 24 hours, but cannot be refreshed until then. The buffs are each named from weakest to strongest Dominance over Weak, Challenge of the Strong, Victory over the Powerful. The owner in the case of defeat will also receive a debuff regardless of the power of the one who defeated them. This debuff is called The Shame of Defeat. All stats are decreased by 5% percent for every loss, stacking up to 4 times. This debuff lasts 48 hours and can be refreshed completely at every loss. Arete Tier-Unique

Profound Vision- Passively improves the user's ability to detect danger from others. When activated the user's eyes will become dragon-like, and begin to glow red. The user will be able to see the names of anything directly within their vision with the breath of life. It will also show the user a rough estimation of the capabilities of the target with different colors representing their specialty, and the hues level of danger. (Current Cost 20% of the user's mana/s.) Arete Tier-Mythic

Nyx-

Telekinesis- This Special martial art lets the user move things with their mind. Lift and movement produced by this ability starts with the equivalent of 50 points of the strength stat, with every 50 points of intelligence increasing this by 15 points of equivalent strength stat. Starting range is 1 meter with every letter rank providing another 2 meters. Opponents can resist the effects of Telekinesis on themselves by covering themselves in a thin layer of mana. Currently consumes 0.1% of mana p/s, and 0.2% stamina p/s. Overuse can cause severe headaches and light brain hemorrhage. Lesser Kinesis such as terrakinesis and pyrokinesis can be learned easier with the help of Telekinesis. Martial Arts Tier- Legendary

Ice Age- Large AOE Flash freezes, target location with the starting size being 50 meters in diameter. Base damage/temperature is determined by Intelligence, with Wisdom determining the base durability of the Ice. Every letter rank increases this by 10 meters as well as the durability, and temperature of the ice. Current user is able to concentrate the power of the spell as well as its size. This ranges from 5% effect to 100%. Current Mana consumptions, rates vary. Full power 45%, of the Casters mana, Middle 30% of the Casters mana. Weakest 1-5% of the users mana. Spell Tier-Rare---- Preferred Attributes- Sub Attribute Ice

Supreme Psyche- Whenever the owner receives a stat point for mind related stats besides willpower, they will instead gain twice that amount. The Penalty is that the owner will only receive 50% whenever the they gain a physical stat. This will be rounded down for anything above 1, and rounded up to 1 for anything below 1. Mana regeneration can be increased to 3% for every 1% of stamina when in a meditative state. Arete Tier-Unique.

Previous Chapter
Next Chapter