Description:
[Spectral Body] is the ghost-based trait. It represents how the ghosts are intangible to physical means, making magic the only way to go if one ever encounters a hostile ghost.
Other than that, Ghosts are even weaker against Glow-type skills than other undead species. This extends even to sunlight, which makes the High Undead Ghosts so much more dangerous due to them having overcome said weakness.
It is worth mentioning that this trait is only given to the typical "ghosty"-types of ghosts. The kind that looks like flowing bedsheets or a bundle of dust particles gathered together. For other types of ghosts, the kind that likes to possess old items and use them as their bodies, look below.
| Trait: |
Spectral Possessor (XXX) |
|
Abilities:
|
- Increases the values of ??? stat: *?
- Decreases the values of ??? stats: *?
- Increases Rust/Acid-type damage taken: [???]
- Increases ???-type damage taken: [???]
- Decreases ???-type damage taken: [???]
- Positive correction to using Ghost-based skills: [Medium]
- Repair-type skills and effects can be used to recover HP.
- [XXX]-related skills can be used without needing to equip such an item.
|
Description:
[Spectral Possessor (XXX)] is a trait given to a ghost who uses a specific item (represented as XXX in this document) that decides whatever ability the trait gives the Ghost.
The Ghost''s stats will alter depending on what item they possess. A sword-possessing ghost may gain more STR, but lower MAG.
The possessed item may also increase Rust-type and/or Acid-type damage the ghost takes. Whatever is "deadly" for the item they use as their body is deadly for the ghost themselves. Other types of damage, such as Blunt-type or Slash-type, may also be altered depending on what object XXX is.
Like the other Ghosts, Spectral Possessors also have an affinity for pure Ghost-based skills.
Other than this, Spectral Possessors can recover their HP through repair-type skills, as their bodies can still be classified as an item. However, it may be difficult for them to equip themselves with other items depending on what their "body" is, but that does not stop them from using skills that would require an XXX-type item equipped. They are one, after all.
Bloom''s comment: I am glad there are not as many undead creatures around as their traits. The giant ghost alone was more than enough.
Garami''s comment: ......Yup. We''re gonna encounter more undead now. The flag''s been raised. To the top of the mast, and beyond.
Demon: Lilith
| Name: |
Lilith |
| Rank: |
C |
| Genus: |
Demon (Humanoid Demon) |
| Attribute: |
Darkness, Heretic |
| Traits: |
High Demon, Luxuria Demon |
Description:
A Lilith is a mutation of the Elder Succubus. They are living war machines that are aroused by bloodshed and war, but the worst Liliths you can encounter are those who have conquered their animalistic brutality. They are sharp, deadly, and have no amount of mercy. If you come across one, do not pray for your life. They can smell the fear of a believer, and it excites them...
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Albeit, in the latest years, there have been reports of a Lilith who, despite acting coldly to the public, has shown to be quite the goofball in private.
Appearance:
Like Lesser Liliths and other types of Succubi, a Lilith has the appearance of a human female, but with extra appendages. Specifically, they have six unnatural white wings with black claws at the tips, a draconic-looking tail of the same white color, and black, curved horns with a golden tip. They are essentially getting closer in appearance to the dragons, the greatest fighting machines on Terra Sol. *Gulp*...
Abilities:
Danger rank: C+
Rarity rank: C+++
Liliths have extreme fighting prowess, and they can easily take up any occupation without taking any damage, as long as it is not a job that forces them to act as a tank. Their physical defense is as frail as ever, so they would rather attack before getting hit by one themselves.
Including their prowess with the Darkness attribute, Liliths now make use of the Heretic attribute to devastate even the psyche of their unfortunate opponent. Those who face a Lilith in battle will either gradually lose all means of fighting back or simply have their life ended before they can fathom what has happened to them.
Liliths can fight equally well on the ground and in the sky, and since the Darkness attribute is not affected by its environments, they can score some points even if they have to fight underwater. Truly a living nightmare. Quite fitting that they will most likely end up with the [Nightmare Technique User] title due to their attributes: Darkness and Heretic.
Mira''s comment: That last part on the description tab..., you don''t think...?
Garami''s comment: I don''t think, I believe. And what is this about combining titles?! How can those horny no-gooders do that while I''ve been struggling to do the same!?
Bloom''s comment: Foreshadowing much?
Magic Skill: [Summon Phantom: Ghast Spider]
| Skill: |
Summon Phantom: Ghast Spider |
| Skill Type: |
Magic Skill |
| Skill Tier: |
1 |
| Attribute: |
Undead, Poison |
| Effect: |
- Summons a Phantom (Ghast Spider) to attack with.
- Can only summon 1 Phantom (Ghast Spider).
- Requires the user to have 20 LP available and a free slot in a Leadership Skill-produced group that allows ghost spiders to join.
- The Phantom (Ghast Spider) inflicts damage of the same attributes as this skill and it retains some of the Ghast Spider''s special effects. Meaning the ability to lay sticky web traps after every attack.
|
Description:
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Among the various types of summoning-type skills, the "Summon Phantom" series is in a league of its own. They allow the user to summon the "ghostly remains" of a creature they have defeated, either in an Extra Trial or some other quest provided by the World System. Do note that these skills are not limited to necromancers, even if they are noted to be more talented in using them.
These skills come in two categories: the "mob" variety, and the "boss" variety. The former allows the skill user to summon several phantoms to work for them. The latter brings out one ginormous phantom that will deliver a strong attack before leaving. The latter is also quite powerful for a tier 1 skill, but the mana cost and LP requirements are quite strict as a form of compensation.
Another interesting point about these skills is they, like certain other skills, can be awarded as quest rewards, even if they do not fit the skill user''s abilities. Also, since "Summon Phantom" skills are limited to 1 skill from each of the 2 categories, the skill owners can change the phantom they wish to summon with their skill, as long as they are capable of clearing special phantom-related quests to do so. This special offer can only be achieved once though.
This skill, [Summon Phantom: Ghast Spider], is from the "boss" category. Upon its activation, a giant ghost spider appears, releasing a beam-like breath that inflicts Poison-type damage and ailments, while also leaving behind a mess of webs in the area of effect. These webs prevent the target from moving while also gradually sapping away their strength due to the poison they''re also infected with.
Bloom''s comment: Oh no. Now she has another baddie to do her bidding!!
Garami''s comment: ...(Should I remind her she could also be considered one of those "baddies"?)
Undead: Lesser Zombie
| Name: |
Lesser Zombie |
| Rank: |
G- |
| Genus: |
Undead (Zombie) |
| Attribute: |
Undead |
| Traits: |
Lesser Undead, Corpse Body |
Description:
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The Lesser Zombie. Similar to the Lesser Skeleton, this rotten corpse is the bottom line for the Zombie undead''s evolution line. They are "born" when enough undead-type aether gathers in an area, allowing them to take physical shape.
While the Lesser Skeleton is basically just walking Halloween props, a Lesser Zombie is a walking corpse that people can notice from a mile away. Mostly due to their smell. They are one of the most pathetic undead out there, but for some reason, they are the most well-known undead by the Migrants for some strange reason.
Appearance:
The Lesser Zombies are humanoid corpses animated by necromantic powers. Their appearance can vary, but they are all human corpses. Not elves, nor dwarves, not even monkeys!
Abilities:
Danger rank: G-
Rarity rank: F-
The Lesser Zombie is one of the weakest undead out there. It is slow, its decomposing body is easy to break apart, and it cannot even punch right. Its bite could be bad, but nobody knows for sure. The Lesser Zombie''s brain is decomposing along with the rest of its body, so it''s not smart enough to consider the idea, let alone go for it. That doesn''t stop them from being a threat (to one''s nostrils).
Use fire and anti-undead tools to defeat them. Be careful about the fire, as these zombies burn really well. And the smell of rotten, burned meat is possible to kill someone. No joke.
Garami''s comment: ...I thought these guys would be useless, but suicide bombers against a fire user...
Mira''s comment: NO. That is too evil, even for us.
Undead: Ghoul
| Name: |
Ghoul |
| Rank: |
E |
| Genus: |
Undead (Zombie) |
| Attribute: |
Undead |
| Traits: |
Undead, Ghoul Constitution |
Description:
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The Ghoul. They are also known as "resurrected humans". They are zombies, but mostly in-name-only. A Ghoul is closer to an average human being than your typical zombie. Their bodies are not "dead" per se, as they can still grow up and turn older, but due to their undead nature, they are unable to age when they reach a certain point.
Another thing that separates them from the usual zombie species is that the Ghoul does not possess the [Corpse Body] trait. Instead, they possess [Ghoul Constitution], a trait that reduces the Ghoul''s weakness to fire, improves status values, and most importantly, prevents them from taking damage from sunlight, unlike other creatures of the undead. It is also the main reason why Ghouls are classified as "humanoids with the Undead attribute" instead of "walking corpses".
Appearance:
Ghouls are not that different from normal humans. The sole difference is that their skin is deadly blue. Like, literally blue. And that they have a strange fashion sense for half-destroyed clothing.
Abilities:
Danger rank: E+
Rarity rank: D-
A Ghoul''s most dangerous trait is that it is an undead capable of operating underneath the sun. That gives them advantages such as being able to withstand status ailments, stronger vitality, and no need for sleep. They still need to eat though. Morale will drop if they do not. Other than that, they are not that different from your average Joe.
Mira''s comment: Hmm, normal.
Garami''s comment: Too normal! We need some more spice! Something interesting! Something with more undead tentacles!! ...Oh, god. I''m turning into Filyn!!
Undead: Dead Flesh Golem
| Name: |
Dead Flesh Golem |
| Rank: |
E |
| Genus: |
Golem (Undead) |
| Attribute: |
Undead |
| Traits: |
Undead, Corpse Body, Inorganic Entity |
Description:
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The Dead Flesh Golem is a strange combination of zombies and golems.
The first Dead Flesh Golem was the work of an alchemist trying to create a new type of undead servant, basing it on the "Frankenstein Zombie" monsters (an Undead/Mechanical hybrid undead). The result was a moving construct made out of dead bio-materials: the Dead Flesh Golem.
After this incident (which ended in the alchemist''s death, BTW), Dead Flesh Golems were registered to the World System and can now be spawned in areas where zombies naturally appear.
Necromancers tend to favor these creatures due to their incredible practicality as (literal) meatshields. So much in fact that many evolved variations of these creatures have been added to the World System over the years, where the Golems also include materials such as plants and woods, to even non-living (formerly non-living) stuff such as gems and weapons.
Appearance:
A Dead Flesh Golem is simply a bunch of reanimated flesh. It is not several pieces of flesh sawn together, but closer to a solid slime made out of dead, rotten flesh in the shape of a golem.
Abilities:
Danger rank: E+
Rarity rank: D
Dead Flesh Golems are extremely durable opponents, having both the vitality (or the lack of it) of a Zombie alongside the toughness of a Golem. The downside is that the Dead Flesh Golem is incapable of fast movements, nor does it possess the attack power of zombies in general. It is good as a tank, but not for attack or scouting. And don''t even start on its horrible magic stats!
Garami''s comment: Great! Just what I needed from a tank. The only problem is...
Filyn''s comment: Yeah, this guy''s going to stink. Literally. Mind picking up some cute ghost girls for the next one? No? Cheapskate...
Warrior-line Class: Shield Warrior
| Class: |
Shield Warrior |
| Class-line: |
Warrior |
| Tier: |
Intermediate |
| Requirement conditions: |
- VIT: 150+
- RES: 120+
- Skill: [Shield Proficiency]
|
| Stats: |
|
| Class Traits: |
- Positive correction to shield-related skills and battle arts that uses a shield.
- Unlocks shieldsmanship-related skills.
|
Description:
[Shield Warriors] is a Warrior-line class that focuses on the shield. Due to their choice of weapon, they are ironically not classified as a "Path of Weapon" class, but are instead considered one from the "Path of Armor".
[Shield Warrior] is a defense master. They use their shields and defensive combat arts to protect themselves and their allies. They are also granted the [Taunting] skill that allows them to redirect aggression of hostile targets to themselves, not that this effect is foolproof against more intelligent targets, but it works most of the time.
Unlocked skills:
| Unlocks from having Shield Warrior as the Main Class: |
[Element Shield Lv.1] |
Unlocks at Lv.1: |
[Guard Lv.1] |
| Unlocks at Lv.1: |
[Cover Lv.1] |
Unlocks at Lv.10: |
[Taunting Lv.1] |
| Unlocks at Lv.20: |
[Parry Lv.1] |
Unlocks at Lv.30: |
[Defense Reinforcement Lv.1] |
| Unlocks at Lv.40: |
[Energy Warfare Lv.1] |
Unlocks at Lv.50: |
[Shield Stance Lv.1] |
- [Element Shield]: A skill that grants any shield the Shield Warrior has equipped an attribute-based enhancement based on what Element-type skills they possess. Only 1 attribute can be used to enhance the shield.
- [Guard]: A skill that grants access to defensive battle arts that centers around guarding attack.
- [Cover]: An active skill that allows the user to redirect attacks aimed at allies the skill user is guarding towards themselves, even if the said attack is an AoE attack. Also grants a slight defense boost.
- [Taunting]: An active-type skill that allows the user to direct the attention of hostile targets towards themselves.
- [Parry]: A skill that grants access to defensive battle arts that focus on parrying attacks.
- [Defense Reinforcement]: A passive skill that improves the damage-reducing effects of defensive skills.
- [Energy Warfare]: An active skill that enhances the Shield Warrior''s stats by continuously consuming SP.
- [Shield Stance]: A battle arts-type skill that revolves around "stances". One can initiate a stance to gain various passive effects. One needs to wait a certain amount of time before switching to a new stance. This skill focuses on stances that require a shield, or just defense in general.
Filyn''s comment: Taunting? I can do that all on my own!
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Garami''s comment: Yeah, no skills are required here...
Warrior-line Class: Sentinel
| Class: |
Sentinel |
| Class-line: |
Warrior |
| Tier: |
Intermediate |
| Requirement conditions: |
- SP: 120+
- VIT: 120+
- RES: 120+
- Skill: [Guard]; [Cover]
|
| Stats: |
|
| Class Traits: |
- Positive correction to defense and perception-related effects.
|
Description:
[Sentinel] is a strange member of the "Path of Armor" classes. It has a job of "guarding", as in guarding a location and preventing hostiles from entering the facility they are placed to guard. That makes this class a strange hybrid between a "Path of Armor" class and a "Teachings of Searching" Scout-line class.
A [Sentinel] is a class often taken by city guards, as its focus is to "defend a location" more than "blocking attacks" such as with regular "Path of Armor" classes. They have several detection skills to warn them about the dangers that approach, but many of the skills it provides are not so reliable when it comes to hunting down a target. Sentinels are, in the truest sense of the word, defenders till the end.
Unlocked skills:
| Unlocks from having Sentinel as the Main Class: |
[Defense Aura Lv.1] |
Unlocks at Lv.1: |
[Lookout Lv.1] |
| Unlocks at Lv.1: |
[Parry Lv.1] |
Unlocks at Lv.10: |
[Cover Move Lv.1] |
| Unlocks at Lv.20: |
[Danger Sense Lv.1] |
Unlocks at Lv.30: |
[Heavy Stance Lv.1] |
| Unlocks at Lv.40: |
[Stalwart Lv.1] |
Unlocks at Lv.50: |
[Defense Reinforcement Lv.1] |
- [Defense Aura]: An active-type skill that grants a slight boost to defensive values in exchange for lowering the user''s MP as long as the effect is active.
- [Lookout]: A perception-type skill that enhances the user''s ability to spot intruders. They can only use this effect while being in one location, so it is not that helpful when chasing someone or trying to explore a new location.
- [Parry]: An attack-type skill that unlocks combat arts related to parrying moves. A little more difficult-to-master skill compared to the [Guard] skill.
- [Cover Move]: An active-type skill that increases the user''s movement speed when they wish to defend an ally with a skill such as [Cover]. It, unfortunately, does not provide teleportation, just increased speed.
- [Danger Sense]: A perception-type skill that warns the user about incoming dangers. Mostly used for noticing attacks.
- [Heavy Stance]: An active skill that increases the user''s weight, making them less affected by knockback-type effects. As they literally become heavier, this skill is not recommended to be used while standing on weak surfaces.
- [Stalwart]: A passive skill that grants positive correction to one''s defensive abilities whenever one blocks or parries an attack. If one takes damage, the bonus disappears.
- [Defense Reinforcement]: A passive skill that improves the damage-reducing effects of defensive skills.
Garami''s comment: It feels like someone took one of my classes and removed all the edges in favor of defensive powers.
You might be reading a pirated copy. Look for the official release to support the author.
Mira''s comment: All of Garami, but translated into defense?! Wow, that is one unbreakable wall...
Undead: Lesser Lich
| Name: |
Lesser Lich |
| Rank: |
D+ |
| Genus: |
Undead (Lich) |
| Attribute: |
Undead |
| Traits: |
Undead, Spellbound Dead (False) |
Description:
Lesser Liches are the D-rank creatures'' answer to the more famous Lich species. They only appear when an E-rank creature, undead or not, decides to walk the path of the Lich through the special item [Soul Jar] and possess the class [Spectermancer].
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While a proper Lich requires [Necromancer], the Lesser Lich is sort of a "preview" race for those who cannot wait to obtain the Advance-tier class. Compared to the original Lich, the Lesser Lich is not that much of a threat to the living, but many of those who choose this race are not looking at the living with favorable eyes. Be prepared for a fight if you ever encounter one.
Appearance:
Lesser Liches have an appearance pretty close to what they had before evolving. In case an undead evolves into a Lesser Lich, then there is no big chance of their current state. The exception would be for ghosts, as they gain a more corporal body. Living beings would turn into a paler version of themselves, looking similar to a walking corpse.
Abilities:
Danger rank: D
Rarity rank: C+
Lesser Liches have especially strong Necromancy, plus they are granted the [Undead Element] skill upon evolution, allowing them to use nasty Undead-type skills. The latter also makes it obvious that one of the requirements for the living to use the [Soul Jar] is that they have not obtained 3 Element skills already.
While their magic and undead skills are strong, Lesser Liches are not so strong physically. The [Spellbound Dead] unique trait of the original Lich enhances magic, Necromancy, and even status ailments, but the Lesser Lich does not obtain all these gains. In fact, [Spellbound Dead] has the side-effect of making the Lich weaker physically. And [Spellbound Dead (False)] of the Lesser Lich has the same weakness at an even greater degree!
When facing one of these undead, one should prepare for a frontal assault and take the battle into close range before the Lesser Lich can call upon its undead goons.
Bloom''s comment: No way... Master, are you really considering...?
Garami''s comment: I already told you I am not. I already have my 3 Element skills, so I can''t use the Jar even if I wanted to. Geez...
Undead: Dracolich
| Name: |
Dracolich |
| Rank: |
C+ |
| Genus: |
Undead (Undead Dragon) |
| Attribute: |
Undead |
| Traits: |
High Undead, Pseudo-Dragon, Spellbound Undead |
Description:
The Dracolich. One of the most iconic undead dragons and a dragon slayer''s worst nightmare.
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This type of undead is one of the worst ends a dragon can reach. Any type of dragon-type undead can obtain this state, but that does not make the Dracolich any weaker. Their traits include that of the Lich, granting the mighty force of the dragon the magical expertise of the undead mage.
A single Dracolich can easily destroy several villages. For normal humans to defeat one, an army of their best men will be needed. However, this mostly comes from the dragon''s experience, so new "born" Dracoliches, or those who live in Dungeons, are relatively easier to defeat. If one discovers a wild Dracolich, however, immediately report it to the nearest authorities.
Appearance:
A Dracolich''s appearance is close to that of a hybrid between a Skeleton Dragon and a Zombie Dragon, with a touch of a Ghost Dragon. Imagine a skeletal dragon that has pieces of rotten flesh still on its bones, then add some ghastly glow to the whole thing, with two ghostly fireballs as eyes, then you have your Dracolich.
Abilities:
Danger rank: C+
Rarity rank: B-
Dracoliches are extremely dangerous undead. They possess the might of a dragon, reinforced by the magical expertise of a Lich, then the natural durability of an undead is used to top things off.
As a side-effect of its Lich constitution, the Dracolich is physically weaker than other undead dragons. It makes up for this by keeping enhancement spells running on itself, kicking its power to above the level of even elemental dragons, who are said to be the strongest of the C-rank monsters. On the other hand, if the Dracolich has no idea how to use its magical abilities, it is a sitting duck, almost as weak as a D-rank creature.
Garami''s comment: Right. Dungeon monsters aren''t exactly the type that gets the chance to study magic...
Filyn''s comment: Wha-hahaha! Dracoliches goes boom~!
Undead: Corpse Dragon
| Name: |
Corpse Dragon |
| Rank: |
E- |
| Genus: |
Undead (Undead Dragon) |
| Attribute: |
Undead |
| Traits: |
Low Undead, Pseudo-Dragon |
Description:
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The Corpse Dragon is the remains of any type of dragon that has died and returned to life. It is a special undead that (as of the moment) is not classified as a Skeleton, Zombie, or even a Ghost, not to mention the special types of undead creatures such as the Lich or the Vampire.
Some theories state that this dragon is one whose corpse has been affected by a curse by the evil gods of Terra Sol. This may not be entirely untrue, as there exists an even weaker species that may or may not be related to the undead dragons.
Appearance:
A Corpse Dragon has the appearance of a standard dragon without wings. They are the size of a horse-drawn carriage, and their scales have lost their colors, having turned dull and grey. Parts of their bodies are decaying, some even to the point of showing part of the skeleton. The degree of deterioration depends on the individual.
Abilities:
Danger rank: E++
Rarity rank: C-
A Corpse Dragon is missing much of what makes a dragon so dangerous. Strong Breath attacks, the ability to fly, and durable scales that act as full-body armor. They do have a dragon''s incredible stamina, which along with the fact that they do not have much of a mind to think of strategies, allows them to wallow at their opponents till they''re as dead as the dragon itself.
Garami''s comment: How brutal!! Was Filyn''s rampage an event caused by karma?
Mira''s comment: A good lesson in the fact that you should never belittle your opponent. Not that I ever care to do that myself.
Undead: Living Mail
| Name: |
Living Mail |
| Rank: |
E |
| Genus: |
Undead (Possession Ghost) |
| Attribute: |
Undead |
| Traits: |
Undead, Spectral Possessor (Armor) |
Description:
The Living Mail. A common-rank ghost who possesses a suit of armor.
These creatures are one of the most common possession-type ghosts in the undead world, only ranked below the "Ghost Swords" and the "Living Doll" when it comes to appearance rate. Different from these ghosts, the Living Armor is extremely tough and can even be used as soldiers in wars between the undead.
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They have an inborn chivalry similar to human knights, a trait that often makes them choose Knight-type classes by obtaining the [Squire] class despite the long "development time" it takes for these classes to show their powers.
Appearance:
A Living Mail takes the appearance of an empty suit of armor that can move on its own. That''s it. However, the design of the armor can vary between individuals.
Regular Living Mails that are "born" out of pure undead aether stick to a standard "Western" design (in the eyes of Migrants), while other members of this race take any nearby armors to create their "bodies". This allows for the possibility of a samurai Living Mail, or even a "chimera" Living Mail if there were only random pieces of different armor lying around when it was "born".
Abilities:
Danger rank: E+
Rarity rank: E+
Living Mails are defense-orientated ghosts. Their armored bodies allow them to easily fend off attacks that Skeletons and Zombies might find difficult to endure, not to forget about their inborn talent for various types of weaponry. Their weakness lies in the Rust attribute though, as most armors are made out of metal.
A common trait for the Living Mails is that they often take up Metallic-category attributes, and even name themselves after them. They do however seem to have a particular aversion to choosing the attribute they have been named after, so if you encounter any named Living Mails, look at their names. It might give you a clue as to what attributes they do not possess.
Garami''s comment: The "Iron" attribute has anti-Fae properties that differentiate it from the other Metallic attributes. So...?
Iron''s comment: ...I like pretty things. Butterflies and such...
Mira''s comment: An unexpected yet surprisingly acceptable personal trait!
Undead: Draconic Cadaver
| Name: |
Draconic Cadaver |
| Rank: |
E- |
| Genus: |
Undead (Undead Dragon) |
| Attribute: |
Undead |
| Traits: |
Pseudo-Dragon, Low Undead, Corpse Body |
Description:
The Draconic Cadaver is an undead that is more comparable to a state of punishment from the gods than a monster.
Draconic Cadavers are a species that only appears when the gods decide to deliver divine punishment to a foolish mortal that can have done anything from endangering the World System itself to not greeting a statue of a local god. They are decaying dragon corpses despite the original race of the "sinner" and cursed with the inability to "grow".
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Discovering one of these specimens is a rare event, as many cannot survive the mental and physical strain of being a living dead that will never gain a chance to grow stronger to survive.
Appearance:
As mentioned, the Draconic Cadavers are living corpses of decaying dragons. All their scales have rotten off and give the dragon a strong resemblance to zombies. It is about the size of a normal large-breed dog, it does not possess any wings, nor any claws, but it has a tail.
Abilities:
Danger rank: F- ~ E-
Rarity rank: C-
The abilities of a Draconic Cadaver are extremely limited. Their class is re-rolled into the beginner-tier class they had at the start of their life, their classes have their levels reduced to 1, and any skills connected to the race, class, or titles they may have had are all erased.
Skills that are of the 2nd tier or higher are incapable of gaining any proficiency. The sole loophole is if the Cadaver somehow obtained another copy of the same skill, causing them to integrate and share their proficiency levels.
And worst of all, a Cadaver is forbidden from using its AP. This makes it incapable of it to grow its skills and classes. Even evolution is impossible for it. As long as the "curse" on them is still in play, a Draconic Cadaver has no means of becoming any stronger.
However, this does not mean they are all weaklings. False or not, its current identity is a dragon, and even if many of its skills may have been deleted, they still retain all the skills that were not connected to the Cadaver''s race, class, and/or titles. Once in a blue moon, one may encounter quite the dark horse, if one is lucky enough to even meet several Draconic Cadavers.
Bloom''s comment: Forget blue, we have a sin-black full moon here!!
Garami''s comment: The former puppet princess is indeed talented.
Undead: Ghost Dragon
| Name: |
Ghost Dragon |
| Rank: |
D |
| Genus: |
Undead (Undead Dragon) |
| Attribute: |
Undead |
| Traits: |
Pseudo-Dragon, Undead, Spectral Body |
Description:
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The Ghost Dragon is one of the various evolutions of the Corpse Dragon, the re-animated remains of any great draconic entities.
As with other ghosts, the Ghost Dragon can be quite nasty when angered, but out of the various dragon-type undead, this beast is one of the more benevolent beings, as it retains some of its wisdom from when it was alive, as compared to the more dangerous Zombie Dragon and/or Skeleton Dragons who attack living beings almost on sight.
Then again, if the Ghost Dragon used to be a big jerk, run away. Run and don''t look back!
Appearance:
Ghost Dragons have, as their name suggests, the "body" of a dragon. They are typically in the image of a classical "Western dragon" with wings, but there are differences between individuals. As ghosts, their bodies are both transparent and pale white.
Abilities:
Danger rank: D++
Rarity rank: C+
In combat, Ghost Dragons rely on magical prowess and strong special effects of draconic origin. As ghosts, they possess an impossible defense against physical blows, yet their weakness to magic is greater compared to the other two D-rank undead dragons.
...Is what should be the case usually, but the Ghost Dragon is also a species that consists of prominent users of Magician-line classes! Their magic defense added to their ghostly properties turns the Ghost Dragon into the toughest of all the undead dragons of its racial rank.
Iron''s comment: I will not lose...!
Mira''s comment: Someone is surprisingly prideful concerning their defensive powers!!
Dragon: Netzach Dracoria
| Name: |
Netzach Dracoria |
| Rank: |
D+ |
| Genus: |
Dragon (Dragonoid) |
| Attribute: |
Death |
| Traits: |
Dragonoid, Former Undead |
Description:
A former Corpse Dragon that has evolved not only for obtaining a human form, they have also been "brought back to life" from their state of undeath. That is the identity of the Netzach Dracoria race.
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After evolving, these dragonoids are perfectly capable of being re-introduced to society (if they were not the "wild" type of dragons before they died) and are quite welcomed. Thanks to their nature, the Netzach Dracorias are gifted for using attributes connected to not only Death but to Life as well, giving them many talents that can assist society.
Of course, the "underworld" society will not say no to them either...
Appearance:
A Netzach Dracoria has the appearance of a standard dragonoid. This would be a relatively normal human with dragonic horns, tails, and in some cases, wings. The Netzach Dracoria does not possess the last one. Their skin color looks unhealthy pale, a consequence of them being [Former Undead], but compared to the alternative, this much is acceptable.
Abilities:
Danger rank: D-
Rarity rank: C+
As mentioned, Netzach Dracorias has a strong affinity for any composition attributes that include either attributes Life or Death, including the primary ones mentioned. They at least possess Death, as it is a requirement for the undead dragons to "come back to life", making them deadly if their skills connect.
Due to the "Ressurection Evolution", their physical prowess is lower than when they were alive, but their magical abilities have grown noticeably as if to compensate for this loss.
Other than that, the Netzach Dracorias have an incredible affinity for healing-type skills as well, making them wonderful medics. And with their Death-infused jinxes, they can weaken, if not outright kill, their hostiles, making these dragonoids excellent members for any adventurer groups, knight corps, or even armies.
Revi''s comment: *Star-eyed dragon noises*-!!!
Garami''s comment: ...Terra Sol to Undead Dragon? Can you hear me? ...Nope. She is too far into happy land for us mortals to reach her.
Extra Skill: [Envy]
| Skill: |
Envy |
| Skill Type: |
Extra Skill |
| Tier: |
Ex |
| Attribute: |
--- |
| Effect: |
- Allows the user to inflict [Sealing] ailments on a target, as well as pinpoint what skills that are to be sealed.
- Allows the user to replicate the appearance and abilities of a target who has their skills/effects sealed by the skill user.
- While taking on another''s appearance, the Skill User can escape death by sacrificing the copied form. This escape option can be used up to [skill level] times a day.
- (Passive) Positive correction to proficiency gain and effects for all other [Sealing] ailment-related skills.
|
Description:
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[Envy], One of the Seven Sins Extra Skills, and the sealed version of the Extra Skill designed after the Demon God of the Invidia continent, Leviathan. It is a unique Extra Skill in the way that there can never be two people possessing this skill at the same time. If a new user of [Envy] is to be born, the old user either needs to die or have their Extra Skill confiscated by the World System, albeit the latter case is so rare it has only happened once before in Terra Sol''s history.
This Extra Skill is not obtained by clearing any Extra Trials. Instead, any potential users need to have obtained the T1 skill [Jealousy] and have it evolve into the T2 skill [Grudge]. Then, by sacrificing several other [Sealing]-related skills and by possessing the [True Chaos] title, one can "evolve" [Grudge] into the [Envy] skill. One must also have a strong "jealousy" to qualify for obtaining the Extra Skill.
The first ability of this Extra Skill is a powerful [Sealing] ailment. Unlike other skills that can seal abilities, preventing them from being used for as long as the ailment is in effect, [Envy]''s sealing effects can pinpoint exactly what is to be sealed, removing the random nature of this ailment.
[Envy]''s second effect is allowing the user to take on the abilities and even the appearance of a target whose abilities have been sealed by the hands of the skill user. This is mostly a copying effect rather than a theft effect, and if the [Sealing] ailment for that ability/person gets undone, the replication effect also disappears.
NEW: There has been 1 case, however, where the transformation effect will last even without any [Sealing] ailments being infected onto the target of the copying ability thanks to using specially designed magitech items.
The last effect of [Envy] is to enhance any other [Sealing] ailment-related skills the skill user may possess. This effect does not affect [Envy] itself.
In addition, [Envy] is in truth a weaker form of the real Seven Sins skill of the Invidia Continent. If properly mastered, the skill''s name will be altered and more effects are unlocked. Information on how to master this skill is not provided to the general public.
Garami''s comment: AW, COME OOOOON!!
Mira''s comment: It''s the last part we want to know the most. Typical gods, just a bunch of jerks.
Item: War Gods Wine
| Name: |
War God''s Wine |
| [Consumable - Alcohol] |
Rarity: Ep (Epic) |
Quality: --- |
Durability: ---/--- |
| Effects: |
- Drunken Warrior Spirit
- Enhancements to all stats while drunk.
- War God''s Drunken Blessing
- Improves skill proficiency and class proficiency while drunk.
- Enhances self-recovery effects while drunk, except for effects that could recover the user from the drunkenness ailment.
- Dangerous Drunk
- Extends the time needed for the recovery of [Drunkenness] ailments by [based on quality].
- Positive correction to the drunkenness ailment''s effect of making the victim incapable of controlling their actions.
|
Description:
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The War God''s Wine is an extremely rare booze that can only be brewed by expert drunkards brewers. While not on the same level as Legendary rarity items, this Wine can still perform miracles worthy of being named after gods.
The various effects of this booze are as follows: It can enhance all of the drinker''s stats, improve the proficiency gained for both skills and classes, and the drinker even gets their self-recovery abilities enhanced. However, all of these effects have the common requirement that the user needs to stay drunk, as in being exposed to the [Drunkenness] ailment, for the effects to work.
[Drunkenness] is a special ailment that appears whenever the user consumes too much alcohol. Due to the intoxication, one''s mental capabilities are reduced and it also becomes more difficult to perform magic. To say it simply, one becomes an idiot. Usually, the ailment stack value of [Drunkenness] goes down by 1 for every 20 seconds, but the War God''s Wine extends this by a certain amount based on the Wine''s quality ranking. The quality of the Wine increases both the positive effects of the drink as well as its negative effects.
To put it simply, this Wine could be extremely useful for developing class and skill levels, but the odds of the drinker being able to have the mental capabilities to do this is low. They would need to be quite the violent drunk for this to happen, and since this is alcohol, only those with a high degree of compatibility with Toxic-category attributes, such as Poison or Acid, to prevent their bodies from being harmed by the booze.
In addition, having skills such as [Drunkenness Resistance] would be a demerit for the "grinding" (as the Migrants call it) since it would lower the duration and effect of the Wine. However, most people still choose to obtain this skill after having experienced the Wine''s effect.
Bloom''s comment: If Master is such a lousy drunk, can you not just obtain this [Drunkenness Resistance] skill?
Garami''s comment: Great idea! .........It costs 10.000 AP due to incompatibility...*sad demon-girl noises*
Scout-line Class: Arachnid Assassin
| Class: |
Arachnid Assassin |
| Class-line: |
Scout |
| Tier: |
Advanced |
| Requirement conditions: |
- Class: [Arachnid Assailant] + 1 "Teachings of Killing"-type Scout-line class
- STR, SPD, DEX: 500+
- Title: [Mysterious Killer]; one or more Gloom-category "Attribute Technique User" title(s).
- 5 or more Spider-related skills; at least 1 T2 or higher trap-related skill.
- Trait: [Arachnid]
|
| Stats: |
|
| Class Traits: |
- Positive correction to critical hits, trap creation, stealth effects, and assassination.
- Further unlocks skills related to assassination and spider-themed skills.
|
Description:
[Arachnid Assassin] is a particular variant of the [Assassin] class. Several variants of the already dangerous class exist, many of them being inspired by certain breeds of monsters.
In this case, the [Arachnid Assassin] class is designed after the various spider monsters in Terra Sol, spearheaded by the Arachnes. To show this, the class has a heavier focus on traps compared to the original [Assassin] class, even if several of the skills from the original class remain.
Despite its expertise in traps, an [Arachnid Assassin] can still perform like an ordinary [Assassin] if needed. They can rely on poisoned mixtures, perform a single fatal and unavoidable attack to reap the target''s life, or simply rely on a hide-and-wait strategy.
As with the original, [Arachnid Assassin] is quite flexible when it comes to the choice of weapons. Swords, daggers, bows, guns, anything is possible, but for more obvious reasons, most that use this class decide to use wires as their weapons.
Unlocked skills:
| Unlocks from having Arachnid Assassin as the Main Class: |
[Recognition Obstruction Lv.1] |
Unlocks at Lv.1: |
[Assassination Arts Lv.1] |
| Unlocks at Lv.1: |
[Assassination Threads Lv.1] |
Unlocks at Lv.10: |
[Gloom Traps Lv.1] |
| Unlocks at Lv.20: |
[Trick Step Lv.1] |
Unlocks at Lv.30: |
[Critical Dance Lv.1] |
| Unlocks at Lv.40: |
[Steal Lv.1] |
Unlocks at Lv.50: |
[Shadow Lantern Lv.1] |
- [Recognition Obstruction]: A T2 passive skill that can make the user turn less recognizable by others. Works also against perception-type skills.
- [Assassination Arts]: An attack-type skill unique to the [Assassin] classes. It grants special "combat arts", but instead of being martial arts as in granting special effects to attacks by performing pre-determined motions, these arts grant special traits such as "poisoning the target" to the attack.
- [Assassination Threads]: An attack skill that incorporates several skills such as [Cutting Thread], [Impact Thread], and [Pierce Thread]. Allows the user to grant threads and wires additional effects. All of them also come with an additional bonus effect if used for a sneak attack, noticeably increasing the attack damage. A class-exclusive version of the [Utility Thread] skill.
- [Gloom Traps]: A passive skill that provides Gloom-category attribute enhancements to traps.
- [Trick Step]: An active skill that makes it easier to move undetected and evade attacks/traps. A must for any Assassins.
- [Critical Dance]: A passive skill that increases the attack power of the skill user each time they evade an attack. A must-have skill for any Assassin class.
- [Steal]: An active skill that allows the user to transfer an item from a target to their hand(s). Normally a "Teachings of Hiding"-related skill, the Assassin classes also know how to make good use of it.
- [Shadow Lantern]: A passive skill that provides improved recovery effects while in dark locations. Despite its name containing "Shadow", this skill is a Gloom-category attribute. Unique to the Assassin classes.
Garami''s comment: Gue-hehehe...HEY!! Ain''t the Lv.10 skill just a weaker [Gloom Hell Prison]!?
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Bloom''s comment: And it is thanks to it that you were even able to obtain this class, so no sulking!
Garami''s comment: ...Lately, it feels like Bloom''s getting more rebellious. Maybe I should stock up on more prison skills...
Bloom''s comment: ANYTHING BUT THAT!!!
Mage-line Class: Witch Doctor Apprentice
| Class: |
Witch Doctor Apprentice |
| Class-line: |
Mage |
| Tier: |
Intermediate |
| Requirement conditions: |
- Clear the quest: [The Grand Book of Walpurgis]
- Following Skills at Lv.20 or higher: [Herbology], [Magic Power Operation], any Magic-type skill.
|
| Stats: |
|
| Class Traits: |
- Positive correction to witchcraft and potion making.
- Further unlocks skills related to witchcraft, potion making, and how to handle magical materials.
|
Description:
[Witch Doctor Apprentice], also known as [Witch Apprentice] for female practitioners, is a class that makes use of the magical properties of plants, herbs, and other objects that can be harvested from nature to enhance their magic spells.
This class makes use of the unique [Witchcraft] magic skill to enhance already-existing magic skills and spells using items and materials. Essentially, one relies on consumables to vastly enhance one''s magic spells. This classifies [Witch Doctor Apprentice] as a "Book of Technique" class, but it ironically needs other types of magic skills and knowledge to work properly.
Another aspect of this class is its focus on creating magical mixtures, mostly potions, and they also have access to healing-type spells. [Witch Doctor Apprentice] does have "Doctor" in its name, witch or not. This makes it partly a Crafter-line class in addition to a Mage-line class.
Due to the above, this class has many variations that can be obtained through merging various other classes, possessing specific attributes, and much more. When it comes to variations among the Book of Tradition class lines, this class is only exceeded by the [Shaman] class line.
P.S.: this class has nothing in common with the "Color Witch" classes, except for the name.
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Unlocked skills:
| Unlocks from having Witch Doctor as the Main Class: |
[Nature Magic Lv.1] |
Unlocks at Lv.1: |
[Witchcraft Lv.1] |
| Unlocks at Lv.1: |
[Detect Magic Material Lv.1] |
Unlocks at Lv.10: |
[Magic Harvest Lv.1] |
| Unlocks at Lv.20: |
[Mixing Lv.1] |
Unlocks at Lv.30: |
[Create Potion Lv.1] |
| Unlocks at Lv.40: |
[Healing Magic Lv.1] |
Unlocks at Lv.50: |
[Coven Lv.1] |
- [Nature Magic]: A rare magic-type skill that grants unique spells that can control nature. Despite its all-mighty-sounding effect, it is simply a collection of spells that slightly enhance natural phenomena, at least at this point.
- [Witchcraft]: The magic skill that works as the class'' keystone. By using materials as extra catalysts, the magic spell can be enhanced with extra power, added effects and/or attributes, and more. Higher skill levels are required to prevent a "misfire" from happening, wasting the material for no reason.
- [Detect Magic Material]: A perception-type skill needed to locate materials with magical properties. Needed to obtain materials for [Witchcraft].
- [Magic Harvest]: A passive skill that grants a positive correction when harvesting materials with high magical aptitude, allowing one to obtain the materials with higher quality.
- [Mixing]: A crafting-type skill that creates mixtures of different kinds.
- [Create Potion]: A crafting-type skill that allows one to create proper potions. Even if one has [Mixing], one cannot produce potions with magical recovery effects unless one also makes use of this skill.
- [Healing Magic]: A magic-type skill that grants access to various healing-type spells. Normally restricted to the [Cleric] class, [Witch Doctor Apprentice] can also obtain it by the class'' nature as a "magical doctor".
- [Coven]: A magic-type skill that allows the [Witch Doctor Apprentice] to enhance the magic spells of others using their [Witchcraft]. A coven of several "witch doctors" can produce results that are unthinkable if they were on their own.
Revi''s comment: ...!! I am not a real witch...
Garami''s comment: That''s what caught your attention!?
Crafter-line Class: Cook
| Class: |
Cook |
| Class-line: |
Crafter |
| Tier: |
Intermediate |
| Requirement conditions: |
- Clear the quest: [One''s First Dish]
|
| Stats: |
|
| Class Traits: |
- Positive correction to cooking and skill proficiency for cooking-related skills.
- Unlocks skills related to cooking.
|
Description:
The [Cook] is the lifeline for people''s stomachs. As one can guess from their name, [Cooks] creates dishes through different methods of cooking.
A [Cook] learns many different Crafting Skills that allow them to create various dishes based on a cooking method. These dishes may not have any special effects added to them, but the skills drastically improve the quality of the finished product.
Like with other Crafting Skills, these "Arts of Cooking" can create items, in this case, dishes, either through manual work, or semi-auto where the skills support the cook and automatically recreate any dishes one has stored in the class'' Recipe Effect. Note that like with other Crafting Skills, the limits of the quality of the item (dish) created are limited to rank A for semi-auto and rank B for auto.
Some cooks may specialize in one type of dish, which will reward them with a special title based on the type of dish, such as "Baker" or "Patisserie" if they are specializing in the [Art of Baking], or "Master Griller" if they focus on the [Art of Frying].
There exists a superior title to all of these named "Chef" which is obtained when one has three of these titles. It is also a requirement to obtain the Advance-tier class of [Cook], which is also named [Chef].
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Unlocked skills:
| Unlocks from having Cook as the Main Class: |
[Fire Resistance Lv.1] |
Unlocks at Lv.1: |
[Knife Proficiency Lv.1] |
| Unlocks at Lv.1: |
[Art of Frying Lv.1] |
Unlocks at Lv.10: |
[Art of Boiling Lv.1] |
| Unlocks at Lv.20: |
[Art of Stewing Lv.1] |
Unlocks at Lv.30: |
[Art of Baking Lv.1] |
| Unlocks at Lv.40: |
[Art of Smoking Lv.1] |
Unlocks at Lv.50: |
[Cooking Knowledge Lv.1] |
- [Fire Resistance]: A resistance skill that defends the user from damage from fire. A handy skill many chefs wish for.
- [Knife Proficiency]: The passive skill that allows one to equip knives. Some kitchen knives have special effects to them that can improve cooking even further, henceforth the reason why [Cooks] require this skill.
- [Art of Frying]: Crafting-type skill connected to creating food by frying it. Good for barbeque.
- [Art of Boiling]: Crafting-type skill connected to creating food by boiling it. Hot dogs are popular among Migrants.
- [Art of Stewing]: Crafting-type skill connected to creating food by stewing it. Many newbie cooks often make the mistake of thinking that [Art of Boiling] can be used to make soups, which is this skill''s assignment.
- [Art of Baking]: Crafting-type skill connected to creating food by baking it. Bread is always a winner unless one lives in Wakoku.
- [Art of Smoking]: Crafting-type skill connected to creating food by smoking. A not-so-commonly-used cooking method, but it is often required for certain high-ranked dishes.
- [Cooking Knowledge]: A passive skill that enhances the recipes of the "Arts of Cooking" skills above. It also makes it easier for the user to determine how to make a dish as delicious and nutritious as possible
Revi''s comment: Food is always important!!
Iron''s comment: ...Lucky you...
Special-line Class: Gravekeeper
| Class: |
Gravekeeper |
| Class-line: |
Special |
| Tier: |
Intermediate |
| Requirement conditions: |
- Clear the quest: [A Tomb to Protect]
- 3 or more skills from a Remnant-category attribute.
|
| Stats: |
|
| Class Traits: |
- Positive correction to skills related to graveyards and the undead.
- Unlocks skills related to graveyards.
|
Description:
[Gravekeepers] are the defenders of the grave, protecting the dead from those who try to disturb their sleep. Sometimes, the [Gravekeepers] force the dead to stay asleep.
As a class, the [Gravekeeper]''s work is very similar to a Scout-line class in that they patrol the graveyard to make sure intruders do not disturb the dead, or to take notice of any of the dead that desires to "take a walk". They also have special techniques that are similar to that of a Magician-line class, and they have a few combat abilities one can normally find in Warrior-line classes.
Due to this wide specialization, [Gravekeeper] can only be placed in the "Special" class line. Some Migrants even think of it as a "role-playing class".
Unlocked skills:
| Unlocks from having Gravekeeper as the Main Class: |
[Remnant Resistance Lv.1] |
Unlocks at Lv.1: |
[Detect the Dead Lv.1] |
| Unlocks at Lv.1: |
[Create Trap Lv.1] |
Unlocks at Lv.10: |
[Undead Partner Lv.1] |
| Unlocks at Lv.20: |
[Anti-Undead Combat Lv.1] |
Unlocks at Lv.30: |
[Misty Graveyard Lv.1] |
| Unlocks at Lv.40: |
[Fearful Graveyard Lv.1] |
Unlocks at Lv.50: |
[Tombstone Lv.1] |
- [Remnant Resistance]: A T2 resistance skill that defends the user from damage from ALL the attributes in the Remnant category. An incredible skill that is indeed needed for the [Gravekeepers] who do not wish to walk among the undead they are trying to keep in line.
- [Detect the Dead]: A perception skill that warns the user about nearby undead-type creatures. It can theoretically also be used to detect common corpses, but since corpses are, you know, DEAD, it does not emit any strong signals of any kind, making this difficult even for this skill.
- [Create Trap]: Crafting-type skill that allows one to make traps. Handy to fool graverobbers. Especially popular with the [Gravekeepers] that guard buildings known as "pyramids".
- [Undead Partner]: A Leadership-type skill that allows the user to tame an undead creature. Any [Gravekeeper] with some self-respect should have a properly trained partner to seek out the graverobbers and drag them to their graves.
- [Anti-Undead Combat]: A passive skill that increases the [Gravekeeper]''s damage output when fighting the undead.
- [Misty Graveyard]: An active skill of the Mist and Remnant-category attributes. It allows one to treat a nearby area as if it were a graveyard-type environment, allowing the [Gravekeeper] to use skills that would normally be only possible to use in graveyards. The mist acts as the skill effect''s border, so if it''s blown away, so goes the graveyard effect.
- [Fearful Graveyard]: An active skill that can only be used in a graveyard. It grants a passive [Fear] ailment-inflicting effect to the area, even if the chance of getting hit by this effect is low due to the skill''s low tier.
- [Tombstone]: A skill that can only be used in a graveyard. It summons random token-type undead that attacks any potential graverobbers in the area. Higher skill levels/skill tiers can unlock stronger undead creatures to spawn.
Revi''s comment: I also took [Digging]. I am a good girl.
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Garami''s comment: Huh? ...Oh, right. For digging graves..., yeah. You''re a good girl. Definitely not a scary one...*sweat*...
Undead: Phantom
| Name: |
Phantom |
| Rank: |
D |
| Genus: |
Undead (Ghost) |
| Attribute: |
Undead |
| Traits: |
Undead, Spectral Body |
Description:
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Phantoms are higher-ranked creatures of the E-rank Lesser Phantom, which is the common evolution for the F-rank Ghost.
Lesser Phantoms are often found in old abandoned buildings, or anywhere where ghosts can be found. This evolved state is a little rarer to discover compared to the E-rank species, as Lesser Phantoms do not have many opportunities to fight for EXP due to them living in environments most sane creatures would stay clear of.
If you discover a proper Phantom, make sure to defeat it. It might have been the end of many poor fools who wished to challenge their courage.
Appearance:
The Phantom looks like a skeleton-shaped ghost with long nails which is one of the species'' preferred methods for attacking the living. Compared to the more belligerent counterpart, the Wraith, the Phantom is not that horrifying, but it can still make anyone with phasmophobia faint on the spot.
Abilities:
Danger rank: D-
Rarity rank: C-
Phantoms have access to any ghost-like skills that one can expect thanks to their strong connection to the ghost branch of the undead evolution tree. Moving objects, phasing through solid material, and strong affinity for magic.
However, Phantoms are exceptionally weak to sunlight and it has a defense equal to wet paper when it is forced to be on the side that is hit by magic instead of the one casting it.
Garami''s comment: GAH!! I should have thought of that back in the library!! Bloom, why didn''t you warn us!?
Bloom''s comment: And have to see that nightmarish face?! No thanks! ...Master, why are you looking into the books regarding ghost-type necromancy? Master? Master!?
Resistance Skills: [Daywalker]
| Skill: |
Daywalker |
| Skill Type: |
Resistance Skill |
| Tier: |
3 |
| Attribute: |
None |
| Effect: |
- It grants undead-type creatures the ability to stay active under the sun.
- Removes sunlight-related passive damage effect of undead-type traits.
- Prevents undead-type traits'' effects that cause status reduction due to sunlight exposure.
|
Description:
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[Daywalker] is the gift of the gods for the undead species and a true terror for all the living ones.
As its name suggests, this skill grants undead-type creatures the ability to operate even underneath the sun. Their racial abilities that cause them to take passive damage, or in some cases also cause them to have reduced stats, are all negated.
Such a beneficial skill is commonly very rare to obtain, but [Daywalker] is even worse. Only a few special evolution methods for the undead can unlock this skill, or even rarer skill orbs that are virtually impossible to obtain are required. In short, few of the undead can hope to acquire this skill.
Garami''s comment: No, that''s far from it! That Tir na Nog princess was going full force on starting an undefeatable zombie apocalypse here!!
Iron''s comment: ...? How is that so apocalyptic?
Garami''s comment: Right, that''s sorta been your everyday life, but trust me on this when I say it''s bad news!!
Octopus: Kana Volcaloa
| Name: |
Kana Volcaloa |
| Rank: |
C |
| Genus: |
Mollusc (Octopus) |
| Attribute: |
Magma |
| Traits: |
Cephalopod, Lava Creature |
Description:
Kana Volcaloa is a recently-discovered special breed of Lava Creatures, beings that have adapted to life in scorching-hot magma/lava.
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These octopi can control magma to either increase the activity of the volcanoes they live in or to ward off enemies. Strange enough, these creatures can live fine in the ocean, as opposed to many other Lava Creatures, so researchers believe their natural habitat is in undersea volcanoes. They can also be seen as either, or both, a guardian deity of the volcano, or an administrator of it.
Appearance:
The Kana Volcaloa takes the appearance of an octopus with arms made of magma, and an overall red body with orange- and black stripes. Some researchers think it might be an attempt at natural camouflage for magma.
Abilities:
Danger rank: C (A- if in a volcanic environment)
Rarity rank: A++
As mentioned, the Kana Volcaloa is capable of manipulating magma. There is no need to mention how much damage this can produce for cities a bit too close to this octopus'' home, therefore the high alternative Danger Rank.
On the flip side, without any magma, the octopus will be no threat......NOT! While its main weapon will be lost in those cases, this octopus is still a Lava Creature, meaning its body is partly made of the mentioned hot stuff. And as it''s part sea monster, the Kana Volcaloa has immunity to water, which is normally the only way to stop Lava Creatures along with Ice-type attributes, making it an almost impossible-to-stop monster.
To add salt to the wound, this volcanic creature is highly loaded with a large amount of HP and HP recovery skills, both of which are enhanced while fighting in areas with flowing lava or magma. In short, even dragons will have difficulties defeating this many-armed menace.
Garami''s comment: Craaaaaap... I loaded it with too much stuff...
Noire''s comment: What was that?
Garami''s comment: *Visibly panicked* NOTHING!! NOTHING AT ALL!! LET''S MOVE ON!!
Passive Skills: [Arcane Chant]
| Skill: |
Arcane Chant |
| Skill Type: |
Passive Skill |
| Tier: |
2 |
| Attribute: |
None |
| Effect: |
- Reduces chanting time for casting magic spells.
- Allows the skill owner to cast magic without needing to chant the magic spell out loud.
|
Description:
A case of literary theft: this tale is not rightfully on Amazon; if you see it, report the violation.
[Arcane Chant] is one of the more common skills a magician might possess.
This skill is a fusion of the [Hushed Chant] skill and the [Short Chant] skill, both being obtainable from the [Mage] class and both also being support skills for casting magic without needing a magic catalyst of some kind.
[Arcane Chant]''s effect is a fusion of both, being able to completely negate the need to chant the magic spell out loud, even making it possible to do it so in one''s head if one has the concentration and talent for it, as well as reducing the casting time needed for each spell to a higher degree compared to [Short Chant].
Needless to say, this skill might look worthless for magicians who have a magic catalyst on hand, however, the 3rd tier evolution of this skill is only obtainable by using a "Magic Catalyst Proficiency" skill such as [Wand Catalyst] or [Grimoire Catalyst], and this is also the only possible way to obtain a 3rd tier "Magic Catalyst Proficiency" skill as well.
In short, this skill is a necessity for any pure magician, no matter how one is casting one''s magic.
Noire''s comment: One more reason as to why this skill is necessary is that it prevents the more mature casters from dying out of shame if they have to loudly say the more "advanced" magic chants.
Garami''s comment: In that case, the most powerful magicians must be the edgiest edgelords out there, huh...
Hunting Title: [Crustacean Genocider]
| Title Name: |
Crustacean Genocider |
| Acquisition condition: |
- Advancement: [Crustacean Slaughterer]
- Kill a certain number of creatures with Crustacean-type traits.
|
| Effects: |
- Grants a great increase of damage inflicted on creatures with Crustacean-type traits.
|
| Rewards: |
- Skill: [Guillotine Scissors Lv.1]
|
| Description: |
A title granted to the hunters who have taken down an impossible number of ferocious crustaceans. Lots of crab claws and lobsters on this person''s dinner table.
A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation.
|
Details:
The Hunting Title [Crustacean Genocider] is awarded to anyone who is capable of A: defeating a large number of crustacean-type creatures and B: defeating at least 1 crustacean-type creature with a certain value of strength.
Before obtaining this title, the candidate needs first to obtain the [Crustacean Slayer] and [Crustacean Slaughterer], the latter being an advanced title from the former, and this "Genocider" title being an advancement of the former again.
Skill rewards from these titles start with [Vitality] as the bonus for obtaining the Slayer title, [Tougher Vitality] when the title reaches the Slaughterer tier, and finally, [Guiliotine Scissors] as the prize for this title.
[Guiliotine Scissors] is a non-attribute attack-category skill that provides an amazing increase in cutting and destructive abilities when used. A requirement for this skill is to apply sheer stress onto the attack target. The easiest way to do so is by using scissors, or by using dual-wielded blades. The skill even comes with the effect of ignoring certain resistance and defensive skills as an added bonus, making it a terrifying attack for what a 2nd tier skill should be capable of.
Garami''s comment: The problem is how to actually "cut" someone scissor-style...
Noire''s comment: Now I am actually happy for only obtaining Slaughterer.
Iron''s comment: Assistants never get all the goods after all.
Noire''s comment: WHO ARE YOU CALLING AN "assistant"!? I am the main character!!
Bloom''s comment: In what parallel universe?
Passive Skills: [Jinxed Treasure (Charm)]
| Skill: |
Jinxed Treasure (Charm) |
| Skill Type: |
Crafting Skill |
| Tier: |
2 |
| Attribute: |
Valuable-type attributes |
| Effect: |
- Grants the user the ability to grant Charm-type effects to treasure-type items created through other Crafting Skills.
|
Description:
If you spot this tale on Amazon, know that it has been stolen. Report the violation.
The "Jinxed Treasure"-category of skills is an auxiliary-type Crafting Skill. They have not the ability to create items on their own, but by possessing them, the crafter is granted the ability to add additional effect to the item, regardless of what materials, crafting method, or just what sort of item they are creating.
[Jinxed Treasure (Charm)] is one of the auxiliary Crafting Skills aimed to enhance treasure-type items. This includes rings, crowns, other forms of jewelry, or even items such as jeweled swords, albeit the last one requires help from a blacksmith in addition to the lapidary who is working on the jewels.
This skill focuses on status ailments, [Charm] to be exact, and by possessing it, the artisan can graft effects to their creations that can either inflict [Charm], allow the wielder to resist the ailment better, or any other effect that is relatable to [Charm], such as increasing the damage inflicted onto targets who are currently afflicted with the said ailment.
Other "Jinxed Treasure" skills can be used alongside [Jinxed Treasure (Charm)], or any other auxiliary-type crafting skills, so experienced crafters make sure to collect as many of these skills when they have the chance. It sure cuts down on the need for rare and specific materials just to create items with certain effects, at least.
Noire''s comment: Oh, COME ON!! Why was I given THIS piece of junk from that stupid orb!?
Garami''s comment: ...Right, the Charm Skill Orb. Awkward...
Demon: Kur Kigal
| Name: |
Kur Kigal |
| Rank: |
D+ |
| Genus: |
Demon (Humanoid Demon) |
| Attribute: |
Darkness, Light |
| Traits: |
High Demon |
Description:
A High Demon that knows the arts of assassination. Despite having the standing of being a noble in the demon world, they voluntarily dedicate themselves to the art of killing. Enough that they have been dubbed "the envoys of the Netherworld" and been granted a name connected to the realm of the dead.
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Kur Kigals are known to be a race only highly talented demons can evolve to, due to their various and rare evolution requirements.
Appearance:
Kur Kigals take on a complete humanoid shape that is almost no different from a human, sans a pair of demon horns on the top of their heads, and they have paler skin complex and hair colors than normal humans. The reason for this is speculated to be part of the demon''s assassination methods, as the Kur Kigal can move more undetected due to their plain appearance. Their pale skin and hair colors might be due to them living much more in the shadows than in the day of light.
It is also known that the Kur Kigals can shapeshift to certain degrees, so they can take the appearance of others to fool others or take on a monstrous shape to scare others if needed.
Abilities:
Danger rank: C-
Rarity rank: S
Kur Kigals possess the power to command both light and dark, an attribute combination that allows them to fully wield their power no matter the location.
As they require an Advance-tier Scout-line class to evolve, they are experts in information-gathering and sneak attacks. Due to their talent with both the Darkness- and Light attributes, even if they are not that great of an expert with the latter compared to the former, they are capable of hiding, sabotaging, and outmaneuvering most enemies of the same racial rank as themselves.
It might be due to them being a High Demon despite being of a lower racial rank compared to most of their other High Demon brethren, but the Kur Kigal is suspected to be an expert in commanding forces as well. That could allow them to lead a group of assassins on their missions, but on the flip side, it makes one believe these demons are not going to gain a reputation for their great might. Their maverick minds, however, might be a completely different case.
Garami''s comment: Who are you calling a "maverick"!?
Bloom''s comment: That must be the one who designed such an encyclopedia example of a "dangerous person", Master.
Garami''s comment: Tch, then they DO mean me, dammit!!
Passive Skills: [Celestial Robes]
| Skill: |
Celestial Robes |
| Skill Type: |
Passive Skill |
| Tier: |
2 |
| Attribute: |
Sacred-type attributes |
| Effect: |
- Unlocks the abilities of equipped Clothing-type armor.
- Further enhancement of said armor''s effect if they fulfill the following requirements:
- Robe-category Clothing-type armor.
- Clothing-type armor with Sacred-category attribute properties.
|
Description:
This book was originally published on Royal Road. Check it out there for the real experience.
One of the many evolutions possible for the [Armor Proficency] skill, [Celestial Robes] is a skill that unlocks the potential of armor-type equipment one might possess.
[Armor Proficiency] is a skill that, when evolved, branches out into three different paths, each focusing on a category of armor the user might possess. These are "Clothing-type armor", which is favored by magicians due to them being easier to grant magic-type properties to them, "Light-type armor" which favors flexibility and weightlessness and is used most by scouts and swift warriors, and "Heavy-type armor", generally full-plate armor used by defenders and shield warriors, or as the Migrant calls them, "tanks".
[Celestial Robes] is placed in the first category and is further specialized in Robes but with a catch. The skill is limited to only Celestial beings, such as Flugels, and to unlock the additional enhancement effects that come with the 2nd-tier [Armor Proficiency] skills, the Clothing armor needs to be A: a Robe-type item and B: possess Sacred-category attribute properties.
If the equipped item only possesses one of these qualifications, the skill''s additional effect will not activate. However, if it does, the enhancement to the sacred robes will be much greater compared to what skills such as [Robes] could perform. This is generally the case why people who evolve their [Armor Proficiency] skills tend to favor the more complicated skills if they have the ability and resources to use the specified types of armor.
Noire''s comment: *Self-satisfied laugh*, and because such a sacred skill is fitting such a divine beauty such as I~.
Garami''s comment: Sure, whatever. But don''t expect me to make that thing. It feels like my fingers would burn if I tried weaving such a piece of clothing.
Passive Skills: [Dark Espionage]
| Skill: |
Dark Espionage |
| Skill Type: |
Passive Skill |
| Tier: |
2 |
| Attribute: |
Darkness |
| Effect: |
- Positive correction to stealth movements.
- Positive correction to keeping oneself undetected.
- Both effects are granted a further positive correction in locations with a high amount of Darkness-type aether.
|
Description:
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[Dark Espionage] is one of the various evolutions for the [Lurk] skill, obtained by merging the 1st-tier skill with the similarly 1st-tier skill [Camouflage].
The resulting skill provides a Darkness attribute user with an exceptional ability to stay hidden. Whether they need to move undetected or stay hidden while waiting for a threat to pass, [Dark Espionage] can provide a positive bonus to the user''s odds of staying undetected. The effect is enhanced in areas with "a lot of Darkness-type aether", which in plain speak refers to really, really, REALLY dark places.
While the ability to stay hidden does seem less fancy than other evolutions of [Lurk], such as [Dark Assassination] or [Dark Disguise], reaching level 50 with one skill and then evolving it will allow the person who did the deed to "reuse" that Lv.50 skill for further merge-evolutions of skills. This method can also be done with other skills than just [Lurk], and even classes in the case of class evolution.
Due to this, [Dark Espionage] is often obtained first among the various evolutions for [Lurk] specifically, as its effect can be crucial to training the other skills needed to be merged with [Lurk].
Garami''s comment: ...Fully evolved skills...can be reused? Does this mean even skills used for the Nightmare Items...
Bloom''s comment: Well, they did only talk about that specific skill. Obtaining new copies of it is quite possible......why are you inking closer with a giant bottle of Tabasco...h-HEEEEE-*silenced screams of terror*-!!!
Humanoid: Feral Goblin
| Name: |
Feral Goblin |
| Rank: |
F- |
| Genus: |
Humanoid (Goblin) |
| Attribute: |
--- |
| Traits: |
Goblin, Feral |
Description:
Feral Goblins. Also known as "monster goblins", are one of humanity''s greatest thorns in the side. They are unnaturally aggressive and will gladly do anything if it allows them to torture, kill, and/or humiliate any humanoids in the most terrifying ways possible.
Due to their high fertility and the ability to adapt to close to any type of biosphere, Feral Goblins are the most common "Feral monster" on Terra Sol. Luckily, they are also the weakest ones, but that does not stop them from being a threat. What they lack in quality they easily cover with quantity and variety, as Feral Goblins share the trait of common Goblins in that they can evolve into many different types of species based on their specialization.
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While the threat of Feral Goblins is enough to force a country to send their army to subjugate any potential nests, in the event of the Feral Goblins have located themselves somewhere too far away from a humanoid country, or a location too difficult to travel to/subjugate, countries are forced to have sellswords, mercenaries, or adventurers in the case of the continents of Invidia and Luxuria cull the Feral population due to a lack of resources.
Appearance:
A Feral Goblin has an appearance similar to the common Goblin that allies with the rest of humanity. Green rugged skin and can only reach up to 60 cm in height at most. Other than that, the Feral Goblins possess much sharper and longer ears and noses, a clear difference between them and common Goblins. The Ferals also possess yellow eyes with black, square-shaped pupils.
Abilities:
Danger rank: E-
Rarity rank: Too high. Lower it.
While a Feral Goblin is a racial rank higher than the common Goblin, F-rank instead of G, they do not possess much strength on their own. However, the Feral Goblins are intelligent, even if they cannot break the curse of Ferals which makes them arrogant enough to believe the world should be their own and that they are the greatest beings in it, no matter what they do.
A Feral Goblin can create primitive traps and they often lurk around in their lairs that are specifically chosen/reconstructed to fit only the Feral Goblins'' needs while being a pain to travel through for others. The Ferals wandering outside their lairs travel in groups, sometimes even of the size of several dozens of Feral Goblins.
Due to their ability to learn and adapt, a Feral Goblin who survives a battle with humanity can grow and become stronger than before, adding its knowledge to the new nest it might be invited into. However, they are in the end Ferals. If the chance to become the new king of the hill appears, they will not waste a second to take down the current lord of the nest, despite how irrational such an action might be, or the consequences for actually performing such a stupid coup d''¨¦tat.
Garami''s comment: Hold on. "Lower it"? Seriously?
Mira''s comment: Even books hate Ferals. Huh. No surprise there.
Arachnid: Cave Scorpion
| Name: |
Cave Scorpion |
| Rank: |
E |
| Genus: |
Arachnid (Scorpion) |
| Attribute: |
--- |
| Traits: |
Scorpion |
Description:
The Cave Scorpion is a common-to-find monster scorpion when trying to brave through..., guess what? CAVES!! As if you didn''t already know that...
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In all seriousness, the Cave Scorpion is quite a dangerous and adaptive foe. While this species is pretty bland, it can evolve to a Grotto Scorpion, gaining access to the Earth attribute and stronger skills that can be used in underground environments, or evolve to gain the other properties their living space may have. This allows Cave Scorpions to evolve into a selection of many different attributes, such as Shadow in case they live in caves with no light sources, Magma if they are underneath a volcano, or one of the various Metallic-category attributes.
Due to this species'' wide variety of evolutions, "Scorpion Tamers" (as the people who tame and train scorpions popularly are called) often look to tame and evolve Cave Scorpions into many different species. The most popular ones are the Gem attribute variety and the Stellar attribute variety.
Appearance:
Cave Scorpions are large scorpions, around the size of a small cart, with dark-brown exoskeleton. There is nothing that makes them different from other scorpions outside the mentioned bigger size.
Abilities:
Danger Rank: E
Rarity Rank: E+
Cave Scorpions'' biggest strength lies in their size. They can crush boulders with their claws and stingers, and this doesn''t stop them from doing the same on some poor adventurer who gets lost in these scorpions'' nests.
Other than their raw might, Cave Scorpions come up short in other categories. They lack the [Toxic] trait, making them not as efficient with poison as their siblings living in the desert or the mountains. They also have low magical abilities, so their brawn is all they can rely on. Get around this, and it will be somewhat easy to defeat Cave Scorpions.
Garami''s comment: It seems like even the Feral Goblins have caught this "Scorpion Tamers" disease.
Bloom''s comment: Luckily, it is easy for us to predict how they will evolve. Iron, Iron, and more Iron. Are they telling me to die!? (<- fairy-avatar + Iron attribute is super-effective against fairies)
Special-line Class: Dark Knight
| Class: |
Dark Knight |
| Class-line: |
Special |
| Tier: |
Advanced |
| Requirement conditions: |
- Class: [Squire] + 1 "Path of Weapon"-type offensive Warrior-line class
- Title: [Destroyer]; five or more Hunting Titles with at least one "Slaughterer"-tier title among them.
- Karma Value: -150 or less.
|
| Stats: |
|
| Class Traits: |
- Positive correction to Attack Skills and offensive-related Magic Skills.
- Positive correction to the usage of weaponry.
- Unlocks skills related to the Knight-type classes.
|
Description:
The [Dark Knight] class. One of the primary evolution options for the special [Squire] class.
This brutal class relies more on destructive force compared to the other 4 original class evolutions for [Squire]. [Dark Knight] gives the user a stronger affinity for swords as a starter, which the [Dark Knight] can expand by obtaining special weapon proficiency skills for other types of equipment. To keep track of all the possible weapons, the [Dark Knight] will be granted a Storage-type skill at one point.
The class also makes use of their low Karma for increased damage, or by using other methods to increase the [Dark Knight]''s damage output. The class, unfortunately, lowers one''s HP status'' growth, but the strongest of [Dark Knights] can compensate for this with HP-stealing effects.
Finally, a [Dark Knight] has access to even magic, to a certain degree. It is one of the few classes to obtain the rare [Aether Magic], a skill that allows the user to perform magic spells without any attributes. It is classified as a "Book of Worlds" magic skill. While this class can easily evolve into a Warrior-line class when it advances to the Master tier, but thanks to this affinity for magic, it can also advance into a Magician-line class.
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Unlocked skills:
| Unlocks from having Dark Knight as the Main Class: |
[Dark Knight''s Combat Arts Lv.1] |
Unlocks at Lv.1: |
[Dark Knight''s Sword Lv.1] |
| Unlocks at Lv.1: |
[Dark Knight''s Armor Lv.1] |
Unlocks at Lv.10: |
[Cruel Strike Lv.1] |
| Unlocks at Lv.20: |
[Aether Magic Lv.1] |
Unlocks at Lv.30: |
[Armory Storage Lv.1] |
| Unlocks at Lv.40: |
[Magic Weapon Lv.1] |
Unlocks at Lv.50: |
[Life Eater Lv.1] |
- [Dark Knight''s Combat Arts]: An attack skill that grants all Combat Arts-type attack skills a bonus correction to attack damage.
- [Dark Knight''s Sword]: A 2nd tier passive skill that allows the user to equip a sword and use sword-type Combat Arts with it. This skill grants also a positive correction to power-ups from the sword along with a bonus correction to destruction-type damage (damage inflicted onto items and other objects).
- [Dark Knight''s Armor]: A 2nd tier passive skill that allows one to equip an armor and be granted the item''s special effects. Also provides the armor a special effect of inflicting damage onto whoever attacks the user.
- [Cruel Strike]: A 2nd tier attack skill that can be used alongside any other types of attacks. Increases the attack damage inflicted onto those with a higher Karma Value than the user.
- [Aether Magic]: A 2nd tier magic skill that gives the user the ability to use non-attribute magic.
- [Armory Storage]: A 2nd tier active skill that allows the Dark Knight to keep various sets of equipment stored which they can use to replace any broken equipment during battle.
- [Magic Weapon]: A 2nd tier attack skill that allows one to store a magic spell into a weapon, and then release it without further ado. A good method for using a spell without having to worry about chanting or casting it, in exchange for the spell becoming a zero-range attack.
- [Life Eater]: A 2nd tier passive skill that recovers the user''s HP with any attack or damage they inflict. Despite its name, it is not a Life attribute skill.
Mira''s comment: Kukuku...Hahaha...MWAHAHAHAHA!! The zombies in Tir na Nog were good enough to obtain this class, but smashing the goblins lets me really strut my new stuff!!
Garami''s comment: Now I''m starting to feel bad for the Feral Goblins. Just a little.
Special-line Class: Guardian Knight
| Class: |
Guardian Knight |
| Class-line: |
Special |
| Tier: |
Advanced |
| Requirement conditions: |
- Class: [Squire] + 1 "Path of Armor"-type defensive Warrior-line class
- Title: [Guardian]
- Skill: 300 or more total skill level for defense-related skills.
|
| Stats: |
|
| Class Traits: |
- Positive correction to Defense-type Skills and defense-type magic.
- Positive correction to the usage of armor and shields.
- Unlocks skills related to the Knight-type classes.
|
Description:
The [Guardian Knight] class. One of the primary evolution options for the special [Squire] class.
This class is a noble defender of the people as it is defensive-specialized to a fault and can give birth to a defender that will not tremble in front of any danger the class owner might face. While they don''t have great offensive abilities, their great defensive strength makes them reliable front-line warriors, even if they are armed with only regular attacks.
[Guardian Knight] grants skills aimed at the usage of shields and armor, but it can also grant the class owner expertise in different types of weapons such as swords and spears. The goal of this class is "defense", however, so one should not expect any high damage output from a [Guardian Knight] user unless one is counting potential counter-type damage.
Unlocked skills:
| Unlocks from having Guardian Knight as the Main Class: |
[Guardian Knight''s Combat Arts Lv.1] |
Unlocks at Lv.1: |
[Guardian Knight''s Shield Lv.1] |
| Unlocks at Lv.1: |
[Guardian Knight''s Armor Lv.1] |
Unlocks at Lv.10: |
[Defense Aura Lv.1] |
| Unlocks at Lv.20: |
[Fortress Magic Lv.1] |
Unlocks at Lv.30: |
[Heavy Body Lv.1] |
| Unlocks at Lv.40: |
[Revitalize Lv.1] |
Unlocks at Lv.50: |
[Grand Castle Lv.1] |
- [Guardian Knight''s Combat Arts]: An attack skill that grants all defensive Combat Arts a positive correction to damage mitigation, a further bonus if the user is covering for allies, and boosts the Combat Arts'' potential counter-type damage.
- [Guardian Knight''s Shield]: A 2nd-tier passive skill that allows the user to equip a shield and use shield-type Combat Arts with it. The skill also increases the potential increase in stats that the shield-type equipment might grant, as well as reducing the durability damage to the equipped shield.
- [Guardian Knight''s Armor]: A 2nd-tier passive skill that allows one to equip an armor and be granted the item''s special effects. Like with [Guardian Knight''s Shield], this skill reduces damage inflicted on the equipped item.
- [Defense Aura]: A 2nd-tier active skill that, while active, creates an aura around the user that mitigates damage.
- [Fortress Magic]: A 2nd-tier magic skill that gives the user the ability to use any defense-type magic spells of any nature. Evolved from the [Barrier Magic] spell.
- [Heavy Body]: A 2nd-tier active skill that heavily reduces the user''s chance of being affected by "Knockback" effects, allowing the Guardian Knight to stay on the front lines no matter what. Despite its name, it is not a Gravity attribute skill.
- [Revitalize]: A 2nd-tier active skill that recovers a user''s HP and MP based on the skill''s level. Can be used up to 5 times a day, and has a cooldown period of at least 1 hour.
- [Grand Castle]: A 2nd-tier active skill that, when activated, increases the user''s VIT and RES by 10 points per skill level while also reducing the damage they take by [skill level]%.
Noire''s comment: Defense, defense, and more defense... Even a Flugel such as me cannot even put a scratch on that ghost knight now that he has this class...
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Garami''s comment: Hmm...(saying that she barely classifies as an angel would just cause her to get rowdy, so let''s not.)
Mage-line Class: Elementalist
| Class: |
Elementalist |
| Class-line: |
Mage |
| Tier: |
Intermediate |
| Requirement conditions: |
- Clear Quest: "Spring of Spirits"
- MP: 200+
|
| Stats: |
|
| Class Traits: |
- Positive correction to spirit-related Skills.
- Unlocks skills related to spirit summoning.
|
Description:
Among the different Book of Creatures-category Mage-line classes, [Elementalist] might be the most unorthodox of the Intermediate tier.
While other classes in this category generally tame and/or summon creatures to have them fight for the magician, [Elementalists] instead ask for assistance from the nearby elemental spirits to enhance themselves or their allies. "Elemental spirits" in this case refer to clusters of aether that have developed their consciousness to certain degrees. In other words, G-rank spirits.
Due to its nature, the most important status value for an Elementalist is MP, followed by LP. Asking the spirits for assistance comes with the cost of giving them MP in exchange for their services, and the total number of spirits one can ask for help is limited by one''s LP. However, if it becomes possible to stack several spirits'' effects on top of each other, the Elementalist will be able to perform no worse than even Advance-tier classes.
This class is often confused with the [Shaman] class, as their powers both rely on their environment. The difference is that the [Shaman] class'' spells are based on the nature of their location while [Elementalist] recruits the spirits that are born in that area.
As for this class'' acquisition requirements, one needs to have cleared the quest: "Spring of Spirits". To do that, one has to locate a "spirit spring", a natural location that produces elemental spirits, without assistance from anyone else. It is more difficult than one would think, because elemental spirits cannot normally be seen by common people, and the spirit springs will rapidly disappear after it has been born before reappearing in a different location.
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Unlocked skills:
| Unlocks from having Elementalist as the Main Class: |
[Spirit''s Sight Lv.1] |
Unlocks at Lv.1: |
[Call Spirit Lv.1] |
| Unlocks at Lv.1: |
[Spirit Assistance Lv.1] |
Unlocks at Lv.10: |
[Leadership Lv.1] |
| Unlocks at Lv.20: |
[Charisma Lv.1] |
Unlocks at Lv.30: |
[Reduced Mana Consumption Lv.1] |
| Unlocks at Lv.40: |
[Spirit Magic Lv.1] |
Unlocks at Lv.50: |
[Language of Spirits Lv.1] |
- [Spirit''s Sight]: A perception-type skill that allows one to see spirits and powers related to them. This skill is both something spirit-type creatures are born with as well as an important tool to clear the "Spring of Spirits" quest. Therefore, most [Elementalists] are often spirit-type creatures themselves, as they already possess this ability.
- [Call Spirit]: A magic-type skill that acts as this class'' keystone. It is the skill that allows the Elementalist to call upon the power of any nearby spirits.
- [Spirit Assistance]: A magic-type skill that allows the Elementalist to use the spirits called by [Call Spirit]. This is generally to enhance weapons, armor, or other magic spells with the power of the spirits.
- [Leadership]: A leadership-type skill that increases how much LP one has.
- [Charisma]: A leadership-type skill that lowers the LP cost for recruiting allies to leadership-skill-created groups.
- [Reduced Mana Consumption]: An ability-type skill that reduces the MP cost for other skills or magic spells. Or in this class'' case, the MP-cost needed to use [Call Spirit].
- [Spirit Magic]: A magic-type skill that can be used alongside [Call Spirit] and any other magic-type skill from the Book of Worlds or Book of Styles. [Spirit Magic] allows one to cast an elemental spell based on any spell one can use from a magic skill from the two mentioned Books. The difference is that one can have spirits one has recruited to change the spell''s element and enhance its powers.
- [Language of Spirits]: A passive skill that improves the usage of spirit-summoning spells. It also makes it easier to convince elemental spirits to assist the user.
Mira''s comment: I''m not sure if I need the last skill. Those cute little light balls always seem to want to help me.
Noire''s comment: ...It''s the breasts, right? All the spirits out there are just a bunch of perverts, right!?
Mage-line Class: Warlock
| Class: |
Warlock |
| Class-line: |
Mage |
| Tier: |
Intermediate |
| Requirement conditions: |
- Clear Quest: "Vile Contract"
- MP: 150+
- RES: 150+
- Karma Value: -100 or less
|
| Stats: |
|
| Class Traits: |
- Positive correction to Warlock-type Skills.
- Improves ability to gain negative Karma Value
- Unlocks skills related to accessing power from a greater (evil) being.
|
Description:
The [Warlock] is a spellcaster who seeks the assistance of a vile creature. As a [Warlock] can only obtain a contract with "evil" beings, the class requires a negative Karma Value to be obtained. As for beings connected to positive Karma Values, they can only be obtained through the [Priest] class.
[Warlock] users tap into the powers of the creature they are contracted with, allowing them to use their patron''s magic and abilities. This gives them the advantage over other spellcaster classes, as their "spells" ask their patron for assistance, resulting in spells being automatically generated on the spot without chanting. At some point, they can even ask for the assistance of their patron''s familiars.
The downside of this class is that one has to stay on their patron''s good side, which includes offerings and having to clear quests provided by the gods at the latter''s whims. One must also accept having one''s reputation with the general public soured, as users of the [Warlock] class tend to be typical "villain characters". This much is acknowledged even by the World System, which will use [Warlock] users for certain quests where one has to fight some sort of "force of evil".
Unlocked skills:
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| Unlocks from having Warlock as the Main Class: |
[Heretic Reinforcement Lv.1] |
Unlocks at Lv.1: |
[Invocation Lv.1] |
| Unlocks at Lv.1: |
[Contract Lv.1] |
Unlocks at Lv.10: |
[Prayer Lv.1] |
| Unlocks at Lv.20: |
[Linguistics Lv.1] |
Unlocks at Lv.30: |
[Summon Familiar (Patron) Lv.1] |
| Unlocks at Lv.40: |
[Influence Resistance Lv.1] |
Unlocks at Lv.50: |
[Foreign Affinity Lv.1] |
- [Heretic Reinforcement]: A passive skill that improves Heretic attribute skills. It is not necessary, but many potential patrons for a Warlock can be connected to the Heretic attribute.
- [Invocation]: A magic skill that allows the Warlock to use the magic power from their patron.
- [Contract]: A magic skill that allows the Warlock to invoke a pact with a patron. The keystone for the whole class.
- [Prayer]: A magic skill that allows the Warlock to offer their MP to their patron to get on their good side.
- [Linguistics]: A passive skill that improves one''s linguistic abilities. Needed if one is to properly know one''s patron.
- [Summon Familiar (Patron)]: A magic skill that allows one to summon different familiars of one''s patron. What type depends on how well the Warlock''s relationship with their patron is.
- [Influence Resistance]: A resistance skill that prevents the target from being "influenced" by their patron. Some powers they can borrow might harm the Warlock''s mind and body. Mutations and madness are big risks if one tries to use Invocations that are above the Warlock''s pay grade.
- [Foreign Affinity]: A leadership-type skill that improves one''s odds of being influenced by their patron. This time, however, the user can decide HOW they are affected. Helpful in cases when one wishes to gain more power despite the risks.
Bloom''s comment: I am sorry to say this, Master, but you might not have the evilest class of all.
Garami''s comment: I was never trying to win that particular competition in the first place! Besides, this thing isn''t the evilest class, but the most useless one! At least in my case...
Active Skills: [Burning Warlust]
| Skill: |
Burning Warlust |
| Skill Type: |
Active Skill |
| Tier: |
2 |
| Attribute: |
Fire |
| Effect: |
- This skill enhances the user''s attack power and defense depending on how much damage they have taken within a certain period.
- When active, the user''s attack is also enhanced with the Fire attribute and attacks can now inflict Fire-based [Burn] ailments.
|
Description:
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[Burning Warlust]. One of the "Champion Skills", which are 12 special abilities that are only provided to the 12 Champions of the Ultimate Gods.
This is the skill given only to the Champion of Fire, or any other Champions with access to the Blessing: [Proof of Agni]. Thanks to it, the Champion(s) can now easily facilitate a firey counter-attack of infernal proportions.
As one would expect from the Ultimate Goddess who also governs the domains of violence and combat, [Burning Warlust] is a skill whose powers grow when more combat and violence occur. It is similar to various counter-type skills in that it "reflects" the damage the user has taken in the form of enhancing the user''s strength for the next attacks. Just for how long and how much [Burning Warlust] enhances the user''s status depends on how much damage they have taken.
Garami''s comment: Great. Then it means it is almost useless to me.
Bloom''s comment: True. Master''s paper tissue-level armor is so weak that those "burns" would even make you catch fire! ...Excuse me. It sounded better in my head. Self burn...
Active Skills: [Cursed Nemesis Mantle]
| Skill: |
Cursed Nemesis Mantle |
| Skill Type: |
Active Skill |
| Tier: |
3 |
| Attribute: |
Curse |
| Effect: |
- While this skill is active, it reflects any damage to the user back to the attacker as Curse-type damage.
- MP is consumed based on the damage reflected.
- Total reflected damage that is inflicted onto the hostile target is based on the skill user''s [Curse Element] skill line.
|
Description:
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Among the many nasty Curse-type skills out there, [Cursed Nemesis Mantle] is one of the worst to face.
While categorized as an Active-type skill, its effect could trick people into believing it is a Passive-type. When the user is attacked, if this skill is active, it will consume an amount of MP equal to the damage the user should have taken, and then inflict damage onto the attacker based on the negated damage.
However, how much of the negated damage that is reflected to the attacker isn''t guaranteed. The skill user must also have a skill from the [Curse Element] line. Based on what Element skill they possess, the skill user can reflect anything from 1% to 150% of the damage they would have taken.
While it sounds like a dream-like skill, [Cursed Nemesis Mantle] has some drawbacks. While active, it can prevent certain other skills from being active as well. In addition, it will consume the MP needed to reflect the damage regardless of the user''s will. Finally, the user has to be conscious of using the skill, so if they are distracted by something, [Cursed Nemesis Mantle] cannot save them from a surprise attack.
Bloom''s comment: Grr... This would have been so good if Master could use it...!
Garami''s comment: Not that I have plans on working as a tank. Hey, maybe it''s good that it wouldn''t work for me after all.
Mage-line Class: Necromancer
| Class: |
Necromancer |
| Class-line: |
Mage |
| Tier: |
Advanced |
| Requirement conditions: |
- Class: [Spectermancer]
- Clear Quest: "Vile Contract"
- MAG: 300+
- Karma Value: -150 or less
- The following skill(s) at Lv.50: [Necromantic Rite], [Create Undead: Skeleton], [Create Undead: Zombie], [Create Undead: Ghost]
|
| Stats: |
|
| Class Traits: |
- Positive correction to necromancy-type Skills and Leadership Skills revolving around the undead.
- Unlocks new skills related to necromancy
|
Description:
Among the various undead-related Magician-line classes, [Necromancer] might be the most (in)famous one. It is so famous that when you think of "necromancy", one will automatically either assume one is talking about a Lich or someone else with a [Necromancer] class. The infamous part originates equally from the fact that the class requires corpses to be used as the requirements for obtaining this class.
To obtain this class, the Spectermancer has to fully master all three of the "Create Undead" skills that come with the class. As it is difficult to amass such a large amount of corpses to use for the Necromancy Counters these skills require, plus the difficulties in mastering the usage and creation of all three undead races, most Spectermancers tend to not aim for [Necromancer] and instead try to learn a class that has easier requirements, such as only needing to master 1 of the "Create Undead" skills or a hybrid class that uses necromancy as a side-gig.
[Necromancer] can easily be seen as a jack-of-all due to specializing in all three undead races, but it is not. It can be considered an ace-of-all instead, as the class'' mastery over the different types of undead makes it one of the stronger Advance-tier classes. As long as one can provide enough Necromancy Counters to fuel its costly usage.
Unlocked skills:
| Unlocks from having Necromancer as the Main Class: |
[Soul Jar] |
Unlocks at Lv.1: |
[Necromancy Lv.1] |
| Unlocks at Lv.1: |
[Necromantic Ritual Lv.1] |
Unlocks at Lv.10: |
[Phantom Augmentation Lv.1] |
| Unlocks at Lv.20: |
[Forbidden Necromantic Knowledge Lv.1] |
Unlocks at Lv.30: |
[Necromantic Feast Lv.1] |
| Unlocks at Lv.40: |
[Undead Reign Lv.1] |
Unlocks at Lv.50: |
[Friend of the Dead Lv.1] |
- [Soul Jar]: A Monster Skill that allows the user to evolve into a Lich-type species. Many people who admire the undead take [Necromancer] as their main class just because of this "perk", as the original Soul Jar key evolution item is both expensive to buy, difficult to find, and forbidden in countless countries.
- [Necromancy]: The evolved and merged 2nd-tier version of the three "Create Undead" skills. Collects all the undead recipes into one skill and grants a slight discount on the needed Necromancy Counters. The higher the skill level, the higher the discount.
- [Necromantic Ritual]: The evolved 2nd-tier version of the [Necromantic Rite] skill. It can amass more Necromancy Counters now while also automatically generating [Skill Level] number of points per day as a bonus.
- [Phantom Augmentation]: A Leadership 2nd-tier skill that enhances the powers of "Summon Phantom" skills. The token-summoning version will now bring out tokens with slightly higher stats. The attack-type Calling skill will now inflict more damage.
- [Forbidden Necromantic Knowledge]: A 2nd-tier skill that is the advanced version of the [Necromantic Knowledge] skill. In addition to increasing the refounded amount of Necromancy Counters for when a created undead is defeated, this skill also makes it easier to create an undead or summon a Phantom.
- [Necromantic Feast]: A 2nd-tier skill that is the evolved stage of [Necromantic Harvest]. It further increases how many Necromancy Counters one can obtain from a corpse, plus one can enhance created undead by using traits from recently absorbed corpses. This skill can carry at most 1 trait for every 10th skill level, and only for a limited amount of time.
- [Undead Reign]: A 2nd-tier Magic skill unique to necromancy-created undead. This skill doubles the number of blueprints one can record in the [Necromancy] skill. This allows a Necromancer to have not only 1, but 2 blueprints for the Skeleton monsters, 2 blueprints for the Zombies, and the same for the Ghosts, essentially doubling the variety of servants that the Necromancer can deploy.
- [Friend of the Dead]: A 2nd-tier Leadership skill unique to Necromancy-related classes. It allows the user to resurrect nearby corpses as undead creatures that follow the orders of the Necromancer. The number of "wild undead" the Necromancer can have under their command is 1 for every 10th skill level, plus 1, meaning one can command 6 "wild undead" at Lv.50. The strength of the "wild undead" is much lower than it was compared to when they were alive, especially if their corpses are too damaged.
Garami''s comment: This guy here took A LOT GODDAMN EFFORT to unlock!!
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Iron''s comment: The rented mansion felt a lot like home during the last month.
Humanoid: Redcap
| Name: |
Redcap |
| Rank: |
E |
| Genus: |
Humanoid (Goblin) |
| Attribute: |
Blood |
| Traits: |
Goblin, Blood Drinker |
Description:
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Redcaps are a subspecies of the common Goblin. They are infamous for their blood-drenched outfits and vampiric-like tendencies to drink blood, making them outcasts among even the goblin settlements.
While better compared to the Feral Goblin, Redcaps can often be seen as a monster or a bandit, as they assault travelers on the road to steal their valuables and blood. As for why some goblins would want to participate in the act of drinking blood, which unlocks this evolution line for them, is a mystery. Some people suspect them of being the thralls of vampires.
Appearance:
Redcaps are visually not that different from goblins. They are as small as children humans, have round ears and noses, and an overall dirty appearance. The last part is especially emphasized regarding the Redcaps, as they prefer to use blood to dye their clothes, noticeably their characteristic red hats/caps/hoods. They have a somewhat more brown-reddish skin color compared to the more brown-green goblins.
Abilities:
Danger rank: E++
Rarity rank: D
Redcaps have a higher SPD and STR value compared to other goblins. To compare them, they act similar to the Goblin Thief species, specializing in classes that can inflict a lot of bloodshed and [Bleed] status ailments. As Blood Drinkers, they can restore their life force and stamina by drinking blood, so they can be considered a more robust Goblin Thief. If one faces off against a Redcap, make sure not to let your blood spill at all, just to be safe.
Alf''s comment: Please, don''t let people mistake me for a relative to these creeps...
Garami''s comment: I doubt that''s going to happen. It irks me to say, but this young fisherman could be considered handsome in the eyes of young women. It REALLY irks me to say so, but it''s true.
Humanoid: Dark Elf
| Name: |
Dark Elf |
| Rank: |
E |
| Genus: |
Humanoid (Elf) |
| Attribute: |
--- |
| Traits: |
Humanoid (Elf), Pseudo-Demon |
Description:
Dark Elves are a sub-species of the common Elf, just as much as the "Woodland Elf" or the "Oceana Elf" species. In this case, the "Dark Elf" is a pseudo-demon, as in they were born while being exposed to demonic energies, or they could have been Demonic Elementals that, in the ancient past, could have attained a humanoid form through evolution. Just as with the origin of the other Elf races, no one is sure about the Dark Elves'' connection to the spirits. They are at least not direct relatives of the Sprite races.
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Despite their somewhat ominous nature, the Dark Elf is far from a villainous race (disregarding potential real villains of this species). They thrive in dark forests, caves, or in cities in general. Compared to the other Elf-type species, they are only being beaten as the "most common Elf-type species" by the original Elf race.
Appearance:
Dark Elves are extremely similar to the common Elf. They are humanoids with a beautiful visage as well as long, sharp ears. Unique for Dark Elves is that they all have dark-tanned skin colors. Their hair will either be black, white, or anything in between. There are also a few with platinum-blond hair.
Abilities:
Danger rank: E
Rarity rank: E+
A Dark Elf is best tailored to be a hunter. Compared to the Elf who is an all-around, or the Woodland Elf who finds the best affinity with Shaman-type classes such as [Druid], Dark Elves prefer a more physical approach. As they are still Elves, they cannot fare well in direct combat, so instead, they rely on traps, archery, and other methods to fight from a safe distance.
Otherwise, a Dark Elf can tap into their demonic ancestry and try to become [Warlock]-like magicians that use vile spells. These characters are generally of horrible Karma, so please stay away from them as much as possible. It does make it easy to guess what magic spells they specialize in, however.
Garami''s comment: Strange. I feel a sort of affinity for these elves... (<- Trap-crazy necromancer)
Mira''s comment: Same here. I wonder why? (<- Muscleheaded despite being from a frail race)
Resistance Skills: [Sleep Resistance]
| Skill: |
Sleep Resistance |
| Skill Type: |
Resistance Skill |
| Tier: |
1 |
| Attribute: |
--- |
| Effect: |
- Reduces the probability of being inflicted by a Sleep-type ailment by X%.
- X = Skill Level.
- This effect is reduced by 50% if the Sleep ailment is due to a T2 skill.
- This effect is reduced by 75% if the Sleep ailment is due to a T3 skill or an Extra-tier skill.
- Allows the user to move while expressing the need for sleep.
|
Description:
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[Sleep Resistance] is one of the many "Ailment Resistance" skills. As one can guess from their name, they are a set of Resistance-type skills that aim to reduce the probability of the user being affected by status ailments instead of reducing damage like other Resistance Skills.
The ailment in this case is, of course, Sleep. A physical-type ailment that prevents the victim from doing any actions except for sleeping. The duration of the ailment is 1 minute multiplied by the value of the ailment''s Stack Value, a number representation of how strong the ailment is and that grows higher the more "stacks" of the same type of ailment that are inflicted onto the target.
In addition to this, the skill grants the ability to go on while resisting the natural need for sleep. It does not negate the need for sleep, it only allows the user to keep on being active without sleeping. Preventing one from going mad due to not enough sleep is not part of this skill''s repertoire.
Garami''s comment: Ahahahaha..., I think I''m going to max this one sooner than later at this rate...
Iron''s comment: Even the undead knows the value of sleep. So, does this mean the Boss is more stupid than a zombie?
Garami''s comment: GAAAAH!! I want to smack him SO BADLY right now, but I can''t since my heart is secretly agreeing with him!!
Scout-line Class: Pathfinder
| Class: |
Pathfinder |
| Class-line: |
Scout |
| Tier: |
Intermediate |
| Requirement conditions: |
|
| Stats: |
|
| Class Traits: |
- Positive correction to discovery and travel-type abilities.
- Unlocks new discovery-type skills.
|
Description:
Among the different branches of the Teachings of Searching, nothing is more on the point than the [Pathfinder] class.
The class provides many different Perception-type skills along with skills that can lead the class user on the right path to their goal(s), Most people do not take this class directly and rather have their tamed pets obtain it. Dog-type creatures tamed by those with Hunter-type classes are popular users of this class.
Unlocked skills:
| Unlocks from having Pathfinder as the Main Class: |
[Presence Perception Lv.1] |
Unlocks at Lv.1: |
[Discovery Lv.1] |
| Unlocks at Lv.1: |
[Path Perception Lv.1] |
Unlocks at Lv.10: |
[Danger Sense Lv.1] |
| Unlocks at Lv.20: |
[Memory Lv.1] |
Unlocks at Lv.30: |
[Knowledge of Nature Lv.1] |
| Unlocks at Lv.40: |
[Hawk Eyes Lv.1] |
Unlocks at Lv.50: |
[Five-Sense Reinforcement Lv.1] |
- [Presence Perception]: A Perception-type skill that allows the user to sense any presence nearby. It comes with the weakness of not notifying the user what type of presence they are detecting, nor are its abilities equal in strength (as in being able to see through concealment effects) to other Perception-type skills of the same genre, such as [Detect Monster].
- [Discovery]: A passive skill that improves one''s ability to discover objects of interest. It can also act as a reinforcement-type effect for Perception-type skills.
- [Path Perception]: A Perception-type skill that makes it easier to locate reliable paths. It can also work to discover hidden exits, but this feat requires a high skill level.
- [Danger Sense]: A Perception skill that warns the Pathfinder against potential attacks.
- [Memory]: A passive skill that improves the user''s general memory abilities. It also brings a slight bonus to "Knowledge"-type skills.
- [Knowledge of Nature]: A passive skill that gives the user information about things found in nature. It works like an encyclopedia they can access, similar to how the [Identification] skill works.
- [Hawk Eyes]: A Perception-type skill usually unique to only Archers. It can actively enhance the user''s sight and targeting capabilities.
- [Five-Sense Reinforcement]: A Perception-type skill that boosts all 5 of the Pathfinder''s natural senses. It is also a T2 skill obtained from merging 5 different skills, [Vision Reinforcement], [Auditory Reinforcement], [Olfactory Reinforcement], [Tactile Reinforcement], and [Taste Reinforcement]. Some people think this skill is awarded due to the low rarity of the other skills provided by this class.
Bloom''s comment: I do not understand. Why is Mr. Iron taking this class?
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Garami''s comment: This is something I heard through the grapevine when we were on Tir na Nog..., but Iron did not find the tunnel leading from that island to Tree Sea isle. His original goal was to travel to the blacksmith they had on the island..., just one block away from his home.
Achievement Title: [Magma Technique User]
| Title Name: |
Magma Technique User |
| Acquisition condition: |
- Acquire 3 or more Magma attribute skills at Lv.10 or higher.
- Do not possess more than 2 other "Technique User" titles.
|
| Effects: |
- Unlocks new Magma attribute skills for purchase in the skill shop.
- Unlocks new Magma attribute skill evolutions.
- Slightly enhances Magma attribute skills.
|
| Rewards: |
- Skill: [Lesser Magma Element Lv.1]
- Skill: [Magma Resistance Lv.1]
|
| Description: |
A title granted to those with a heated soul equal to a volcano. Or to those who managed not to make a barbeque of themselves when trying to master this attribute.
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|
Details:
[Magma Technique User] is one of the "Technique User" titles, a set of achievements granted to those who have started on the path to master one of the several attributes that can be found in the Terra Sol World System. One can only obtain up to 3 of these titles.
The Magma attribute is a composition of Fire and Earth, granting it high firepower, a strong affinity for the [Burn] ailment, and a great focus on AoE effects. It is an attribute of the Heat and Landscape categories, and strange for a composition attribute, it is also part of the Fluid attribute despite neither Fire or Earth being remotely connected to it.
It is quite difficult to master the Magma attribute. One of the bigger reasons is that Magma skills are frequently causing heat-based recoil damage to the user. In simpler terms, using these skills will cause the user to experience magma-level heat. Compared to the Fire attribute, which has functions to prevent these self-burns, Magma is a much wilder beast to tame.
Due to this, it is only creatures that have a high natural resistance to heat and magma in the first place that are capable of surviving the training needed to obtain this title. Other creatures would rather forget that they have the skills on their skill list and try to obtain masteries in different attributes. Therefore, only volcano-dwelling creatures, along with a few rare exceptions, use the Magma attribute.
Garami''s comment: It is easy being one of the exceptions in this case when you can''t feel heat in the first place.
Iron''s comment: Miss Rassel and Mr. Pollen often asked for my help with tempura because of that too.
Undead: Giant Skeleton
| Name: |
Giant Skeleton |
| Rank: |
D |
| Genus: |
Undead (Skeleton) |
| Attribute: |
Undead |
| Traits: |
Undead, Bone Body, Giant |
Description:
The Giant Skeleton is a further step of the humanoid Skeleton''s evolution line. These creatures are often encountered during Dungeon dives or Haunt raids, sometimes even in Extra Trials and Quests. In short, they are among the more famous higher-ranked Skeletons a veteran adventurer might encounter.
Even outside of these special encounters, a Giant Skeleton is easy to find in locations rich in Undead-type aether. If one decides to explore such sites, make it a thumb rule to not lightly enter large and open areas. It will save you from a world of hurt, as even as Giants, Skeletons still come in hordes.
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Appearance:
As one could guess from its name, the Giant Skeleton is a huge humanoid-type Skeleton undead. Despite having "giant" in their name, the highest registered height of this species is 8.5m, while the lowest is 3.3m. To reach a size equal to living Giants, they have to wait until they can evolve into their next stage, the "Titan Skeleton".
As with other evolved Skeleton species, the Giant Skeleton will retain some properties from their previous evolutions. Had they been a Gloom Skeleton before evolving, their bones would have taken a black hue. Had they been Burn Skeletons, their limbs would look like they were on fire.
In case it evolved from a class-centered humanoid Skeleton, such as the Skeleton Warrior, no alterations would be visible on the Giant Skeleton''s body. It is this type that is the most dangerous breed, as while one can guess the attack methods of a Giant Skeleton evolved from an attribute-centered Skeleton, the class-centered graduates have the element of surprise on their side.
Abilities:
Danger rank: D+
Rarity rank: D-
The biggest strength of a Giant Skeleton is its size. Their [Giant] trait gives them a higher HP and SP value and even its normally fragile bones have turned a lot more durable now thanks to their enlargement.
Despite its Warrior-centered stat spread, a Giant Skeleton might also be strong in magic, creating an unholy fusion of a magician with the vitality of a tank. In another example, the Giant Skeleton could surprisingly be a stealth expert. While one would think its size would be slowing it down, a Scout-line-centered Giant Skeleton is unexpectedly difficult to keep an eye on. That it does not need to breathe, its lack of body temperature, and its lightness on its feet all play a role here.
In short, facing off against a Giant Skeleton is akin to a gamble. No one knows how it will strike, and as with other Skeleton species, they often come in large groups with different individuals. Not to mention they do not provide much gains in the form of materials or other goods after defeating one, so trying to evade them altogether is a key strategy when exploring Undead territories.
Garami''s comment: Too bad the scarab-modified guy had to be beaten in our case.
Iron''s comment: Giant Skeleton (scarab)... You were strong. Be proud.
Monster Skills: [Inverted Lifeforce]
| Skill: |
Inverted Lifeforce |
| Skill Type: |
Monster Skill |
| Tier: |
1 |
| Attribute: |
--- |
| Effect: |
- Grants the user an extra gauge''s worth of HP.
- The gauge can store up to [Skill Level * 10] points.
|
Description:
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Among the various passive skills out there, some of them can grant an extra "gauge", additional points, to one''s HP, MP, or SP values. This acts as an extender for how many points of these status values one can have at once.
The most famous (or "infamous") example of these skills is the [Overeating] skill, which allows the user to obtain extra SP, albeit with the risk of growing fatter if one does not have any skills to counteract the extra weight, or if one does not have a body type that does not grow fat.
One would think that the undead would be the perfect user of a skill such as [Overeating], but unfortunately for the dead souls, they are completely incapable of obtaining these types of skills. The reason for this is due to the undead operating on negative lifeforce, even their mana and stamina, while the "extra gauge" skills function around positive lifeforce.
To compensate, 3 new skills, unique for only the undead, can be obtained instead. Those are the "Inverted" series, consisting of [Inverted Lifeforce], [Inverted Mana], and [Inverted Stamina].
As one might guess from the name, [Inverted Lifeforce] is the skill that allows the undead to gain an extra gauge of HP to their name. In the same manner, [Inverted Mana] and [Inverted Stamina] do the same for MP and SP respectively. While restricted to the undead species, these skills are not of the Undead attribute. Not yet, at least.
Garami''s comment: That explains why the undead species all want to use the Undead attribute.
Mira''s comment: As if the attribute''s name wasn''t obvious enough already.
Scout-line Class: Pioneer
| Class: |
Pioneer |
| Class-line: |
Scout |
| Tier: |
Intermediate |
| Requirement conditions: |
|
| Stats: |
|
| Class Traits: |
- Positive correction to the discovery and creation of habitable locations.
- Unlocks new discovery-type and construct-type skills.
|
Description:
Among the various Teachings of Hunting classes, [Pioneer] sticks out as a weirdo. Its practice is to look for locations that can be urbanized, making many of its skills belong to the Crafting category.
A Pioneer works on frontiers, as in "undiscovered or undeveloped lands". This gives the class owner advantages while trying to help create a new town. On the other hand, they would practically lose a whole class'' worth of abilities if they were inside a bustling metropolis. In the end, a dedicated Pioneer has to expect to move from the finished town to start working on their next project almost instantly.
As of the moment, the currently richest continent for a Pioneer is the Invidia Continent, as the other 6 surface continents and 7 floating continents are either close to fully developed or were literal lands of death which no one would be stupid enough to ever think about living there.
Unlocked skills:
| Unlocks from having Pioneer as the Main Class: |
[Frontier Reinforcement Lv.1] |
Unlocks at Lv.1: |
[Frontier Discovery Lv.1] |
| Unlocks at Lv.1: |
[Lumber Chopping Lv.1] |
Unlocks at Lv.10: |
[Building Creation Lv.1] |
| Unlocks at Lv.20: |
[Riding Lv.1] |
Unlocks at Lv.30: |
[Sculpturing Lv.1] |
| Unlocks at Lv.40: |
[Knowledge of Nature Lv.1] |
Unlocks at Lv.50: |
[Frontier Cooking Lv.1] |
- [Frontier Reinforcement]: A passive skill that improves one''s stats when fighting in a "frontier land". The special areas created by Domain-type skills can act as a cheat to artificially create "frontiers" that would activate this skill''s effect.
- [Frontier Discovery]: A Perception-type skill that grants a positive correction to any other Perception-type skill(s) that the user has, as long as the user is exploring their current location for the first time in their life, in other words, a "frontier" in the eyes of the user.
- [Lumber Chopping]: A passive skill that makes it easier to damage tree-type targets. It can also work as a damage bonus against plant-type targets.
- [Building Creation]: A Crafting-type skill that assists the Pioneer when making buildings. More advanced options and details for the houses are unlocked with higher skill levels and skill tiers.
- [Riding]: A passive skill that helps the user ride vehicles, animals, or whatever else they can ride. A true Pioneer needs more than 1 set of legs to get where they want.
- [Sculpturing]: A Crafting-type skill that allows one to make majestic sculptures of the pioneers. Everything is for the PR propaganda!!
- [Knowledge of Nature]: A passive skill that gives the user information about things found in nature. It works like an encyclopedia they can access, similar to how the [Identification] skill works.
- [Frontier Cooking]: A derivative of the [Cooking] skills from the [Cook] class. Gives the user recipes and enhancements for cooking food, but it is restricted to dishes like field rations and campfire cooking.
Mayor Tomtom''s comment: A Pioneer''s work is never done! Please join us today!!
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Garami''s comment: When did my notebook become the hottest place for posting commercials?
Crafter-line Class: Blacksmith
| Class: |
Blacksmith |
| Class-line: |
Crafter |
| Tier: |
Intermediate |
| Requirement conditions: |
- Quest: [To Tend the Iron]
|
| Stats: |
|
| Class Traits: |
- Positive correction to metallurgy-related crafting.
- Unlocks new smithing-type skills.
|
Description:
A Blacksmith is the Artisan of the forge. They take ores and ingots and form them into metal items for both battle and everyday use.
As their work requires high levels of strength and finesse, Blacksmiths will eventually gain the same basic stats as a Warrior-line class holder, which some make use of to test out the weapons and armor they create. Also, Blacksmiths are prone to obtain the title: [Smelt Technique User], which improves all effects of the Smelt attribute, including the [Metalworking] and [Metal Mending] skills.
Unlocked skills:
| Unlocks from having Blacksmith as the Main Class: |
[Blacksmith''s Eye Lv.1] |
Unlocks at Lv.1: |
[Metalworking Lv.1] |
| Unlocks at Lv.1: |
[Hammer Proficiency Lv.1] |
Unlocks at Lv.10: |
[Weapon Creation Lv.1] |
| Unlocks at Lv.20: |
[Armor Creation Lv.1] |
Unlocks at Lv.30: |
[Repair: Metallurgy Lv.1] |
| Unlocks at Lv.40: |
[Fast Creation: Metallurgy Lv.1] |
Unlocks at Lv.50: |
[Beautiful Creation: Metallurgy Lv.1] |
- [Blacksmith''s Eye]: A variant of the [Crafter''s Eye] skill. This version assists in appraising smithing-related materials and finished products, plus it can also be used to judge the quality of their tool of trade, even the quality of the forge''s flames can be checked! It is a non-attribute skill.
- [Metalworking]: A Crafting skill that allows one to forge metal objects. Accessories or other delicate objects can be made, but without specific classes such as [Craftsman], the result would be amateurish.
- [Hammer Proficiency]: A passive skill that allows one to tap into the powers of equipped hammer-type items. Smithing hammers included.
- [Weapon Creation]: A Crafting skill to record and recreate weapons one has forged. Also provides an enhancement to crafting weapons using other skills such as [Metalworking].
- [Armor Creation]: The armor-version of the [Weapon Creation] skill.
- [Repair: Metallurgy]: A Crafting skill that allows the Blacksmith to repair metal-based items.
- [Fast Creation: Metallurgy]: A Crafting skill that improves the speed of crafting items using the recipe effects of other Crafting-type skills. This one is restricted to items made through metallurgy.
- [Beautiful Creation: Metallurgy]: A Crafting skill that improves the quality of any items made through metallurgy.
Bloom''s comment: Huh, this is pretty similar to Master''s [Weaver] class. Who''d thought?
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Garami''s comment: Yeah, but if I used the forge, then no matter what cloth I made, it would turn into burned ashes in the end.
Magician-line Class: Dragon Shaman
| Class: |
Dragon Shaman |
| Class-line: |
Magician |
| Tier: |
Intermediate |
| Requirement conditions: |
- Race: Dragon/Dragonoid
- MP at 120 or more
- MAG at 120 or more
- RES at 120 or more
- 2 or more Magic Skills of at least Lv.5.
|
| Stats: |
|
| Class Traits: |
- Positive correction to shamanism-type magic. Further bonus if said magic is connected to dragons.
- Unlocks new shamanism-type skills.
|
Description:
[Dragon Shaman] is a Book of Traditions-type Magician-line class that inspires to imitate the great powers of the dragon species.
Among the different classes centered around Shamanism, [Dragon Shaman] can be considered a top-tier class among them all. At least for the Intermediate-tier classes. However, as a Shaman-type class'' spells are the products of nearby powers affecting the user and their magic, without a strong source to their breed of Shamanism, the class will be underperforming on a whole new level.
Therefore, there are not many users of the [Dragon Shaman] class. Those who have a natural dragon factor can just use their raw, natural power to defeat their enemies. Everyone else has to pay Gold Coins to obtain the items made from dragon-type materials needed to act as the spells'' activation key. In short, it is not a profitable class to take, except for a few weirdos.
Unlocked skills:
| Unlocks from having Dragon Shaman as the Main Class: |
[Dragon Power (Fake) Lv.1] |
Unlocks at Lv.1: |
[Dragon Shamanism Lv.1] |
| Unlocks at Lv.1: |
[Meditation Lv.1] |
Unlocks at Lv.10: |
[Dragon Spirit Guide Lv.1] |
| Unlocks at Lv.20: |
[Shamanism Reinforcement Lv.1] |
Unlocks at Lv.30: |
[Language of Dragons (Magic) Lv.1] |
| Unlocks at Lv.40: |
[Dragon''s Scales (Fake) Lv.1] |
Unlocks at Lv.50: |
[Dragon''s Breath (Fake) Lv.1] |
- [Dragon Power (Fake)]: A T1 skill that is a weaker replica of the [Dragon Power] skill that real dragons possess. This skill can temporarily increase the user''s stats by spending MP and SP, similar to certain skills like [Energy Warfare] and [Mystic Warfare].
- [Dragon Shamanism]: The class'' bread and butter. Allows the Dragon Shaman to cast Shamanism-type spells based on dragons. It is one of the most offensive Shamanism-type skills out there.
- [Meditation]: An active skill that assists the user''s natural MP recovery. However, one cannot move while this skill is active.
- [Dragon Spirit Guide]: A magic skill that summons a magical entity of draconic proportions. However, it is small enough to fit in someone''s palm, so it is better to think of it as a mascot than a Summon Beast.
- [Shamanism Reinforcement]: A passive skill easily found among the different Shaman classes. It increases the effect of Shamanism-type spells and can overlap with the common [Magic Reinforcement] skill.
- [Language of Dragons (Magic)]: A passive skill that improves the effect of dragon-based magic spells. It also makes it easier to learn other spells from this category.
- [Dragon''s Scales (Fake)]: A T1 skill that is a weaker replica of the [Dragon''s Scales] skill. This skill generates a scale-patterned barrier that can block attacks by spending MP and SP.
- [Dragon''s Breath (Fake)]: A T1 skill that is a weaker replica of the [Dragon''s Breath] skill. It releases a strong non-attribute breath attack by spending MP and SP.
Flint''s comment: Wow, a lot of fakes here. The people in Loitan wouldn''t like seeing-, ouch, OUCH! Not my tail!!
This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere.
Revi''s comment: ......(Angrily stomping a certain lizard''s tail to pancakes)...!
Humanoids: Lizardman
| Name: |
Lizardman |
| Rank: |
E |
| Genus: |
Humanoid (Lizard) |
| Attribute: |
--- |
| Traits: |
Humanoid (Reptile) |
Description:
Lizardmen are a group of humanoids based on typical reptiles such as lizards and geckos. Despite their slightly monstrous appearances, they are firmly classified as humanoids.
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These creatures thrive in packs in swamps or other aquatic regions where freshwater is available. They are excellent hunters, many talented shamans, and none are shy from a fight. All these traits combined, along with a Lizardman''s inborn sense for adventurers, make them excellent picks for adventures. It is to the point that there are rumors that the modern Adventurers'' Union''s founder was a Lizardman.
Some theories say that Lizardmen are descendants of the ancient dragons, but evidence regarding these is lacking. Most noticeable is that it is yet to be proven whether a Lizardman could evolve into a dragon-related species, a feat a few other reptile-type beings have been able to do.
Appearance:
Lizardmen look like humanoid lizards standing on two legs, with scales covering their whole body, and a strong tail.
Lizardmen also have a peculiar trait in that their scales will change color based on what attributes they are specializing in. Obtaining liquid-category attributes will turn the scales of the Lizardman blueish, while landscape-categories will turn the scales yellowish, just to name a few examples. The Lizardman''s standard evolution of attuning to one attribute may have something to do with this trait, but no definitive proof has been obtained yet.
Abilities:
Danger rank: E+
Rarity rank: E+
Lizardmen have all the typical strengths found in humanoids, such as a talent for weaponry, crafting, and teamwork. Compared to other species, Lizardmen are also armed with tough scales, naturally strong bodies, and even thermal vision due to their Trait. They even have an affinity for certain types of magic, notably Shamanism, making them perfect all-rounders who can go on any path and master them to high degrees.
Revi''s comment: ......*Unhappy grumbling*.
Mira''s comment: Okay, is there any sweets seller in the desert town? We have a sulking dragon girl jealous over a whole species stealing her thing here who''s in dire need of a pick-me-up!
Werepyres: Wolf Werepyre (Wood)
| Name: |
Wolf Werepyre (Wood) |
| Rank: |
D+ |
| Genus: |
Werepyre (Wolf) |
| Attribute: |
Wood |
| Traits: |
Werepyre (Wolf) |
Description:
In one corner, Vampires, the bloodsucking residents of the death. In the other corner, we have the Were-creatures, the super-lifeforms that had gained another state of life. So, what will happen when these two beings, the dead who seek life and the living with too much life of their own, combine?
The answer to this is the Werepyre species. They are a hybrid species born when a Vampire-type creature unlocks the requirements for evolving into a Were-creature species, or vice versa.
Due to their nature, a Werepyre cannot be born naturally. They are an evolve-only species generally only available for humanoids for C-rank evolutions. This is because humanoid vampire species start at the D-rank Vampire, with other lower-ranked species being ghoulish thrals or vampiric bats. As for Were-creatures, they can only be evolved to, similarly to the Werepyres, and their lowest racial rank is D.
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Due to the abovementioned reasons, a smart reader will have already deduced that the Wolf Werepyre is a species that evolved from a vampiric bat-type monster. The current specimen should have evolved from a Wood-attribute vampiric bat species that fulfilled the requirements to evolve into what would normally be a D-ranked Werewolf species. If the bat''s species had no specific attributes, it would have evolved into a common "Wolf Werepyre", sans the "(Wood)".
There can be as many different types of Werepyres at D-rank as there are variants of Were-creatures. No matter whether they were vampiric bats or ghoulish thralls before evolving, they will always turn into animals with bat traits, such as bat wings and/or sharper fangs.
Appearance:
The Werepyre Wolf (Wood) takes on the appearance of a large wolf. Their vampiric traits are seen in the pair of small (compared to the rest of its body) bat wings. Despite their small size, the wings can still keep the Werepyre Wolf airborne, albeit for only a slight amount of time.
For this particular species, its fur is covered in a deep green while its bat wings are of a lighter shade of the same color.
Abilities:
Danger rank: C-
Rarity rank: B+
The biggest strength of any Werepyres would be their incredible toughness and self-recovery abilities. Even the weakest Werepyre could survive a fatal wound to its neck, heart, or even its brain. Then they''d recover the wound in a matter of minutes. When fighting Werepyres, the key is to strike fast, strike hard, then strike even faster before it can recover.
As for the Wolf Werepyre, it has swift legs and powerful jaws to crush its foes. They have low magical capabilities, yet they have a knack for obtaining more MP from outside sources. This is similar to the Werewolf''s ability to gain MP from moonlight.
Finally, as it has an affinity with the Wood attribute, the Wolf Werepyre (Wood) gains more strength when in locations filled with, or close to, large areas of flora. This ability seems to be born from the vampire lineage''s special trait of gaining an advantage while in their preferred environment. For a vampire, this would be during the night, but the Wood Werepyre instead thrives close to its element.
Iron''s comment: The Guild Master defeated such a foe? No wonder she is the Master.
Mira''s comment: According to her, that doggo acted weird, even when you look away that it''s a chimera of life and death. Well, her luck always seems to score her fights she has some sort of advantage to. Maybe I should start praying to her for good luck. Give me good gacha pulls...give me good gacha pulls...!
Dungeon Facility: [Weaving Workshop I]
| Dungeon Facility: |
"Weaving Workshop" |
| Facility Level: |
I |
| DP Cost: |
400 DP |
| Floor Restrictions: |
None |
| Facility Effects: |
- Safety Area
- Production Area: Weaving
- Grants Weaving-related rewards to Treasure Chest-type Facilities on the same floor.
|
Description:
Did you know this story is from Royal Road? Read the official version for free and support the author.
The "Weaving Workshop" is one of the production-type facilities found in Dungeons. It can be both a boon and a bane for adventurers who discover it on a floor where they are Dungeon Diving.
As for the boon part, the Weaving Workshop acts as a Safety Area for the invaders. They can rest within the workshop and are even allowed to use its many tools. For a seamstress, this place is a sanctuary, in many different ways. Depending on the Dungeon Master''s interest, the Workshop can be outfitted with high-tier weaving items, but you must bring the materials yourself.
Regarding the bane part, the Dungeon Monsters are also allowed to use the Workshop, albeit in a different dimension than the area that the invaders could enter, preventing them from clashing with each other. The monsters will produce new clothing-type items that they can use to enhance their combat powers, send them to other floors if a transportation-type facility is also in the Dungeon, or place them in treasure chests on the same floor.
The last bit sometimes creates situations where Dungeon Divers enter the Dungeon with hope and dreams about riches, only to leave with their backpacks filled with either low-quality clothes or equipment that is better described as "raunchy cosplay goods".
Garami''s comment: The Kigal-Note has a section for Dungeons as well!? And I''m so copying that cosplay idea.
Mira''s comment: Time to raid the 2nd floor to fill up my wardrobe! Man, this Dungeon is going to be a blast for female adventurers.
Alf''s comment: You think so?
Mira''s comment: If Revi''s food can be registered with that fancy Kitchen thing, think what would happen to the clothes Garami makes here.
Alf''s comment: No need to. I was already convinced when you said "Revi food".
Dungeon Facility: [Glutton Kitchen I]
| Dungeon Facility: |
"Glutton Kitchen" |
| Facility Level: |
I |
| DP Cost: |
500 DP |
| Floor Restrictions: |
- "Demonic"-type Dungeon Themes only.
|
| Facility Effects: |
- Safety Area
- Production Area: Food
- Passively produces food-type items of different types.
- Dishes can be added to the Kitchen''s menu by the hands of [Cook]-class users.
- Food-type items are granted to Dungeon monsters to prevent starvation (only on the Dungeon Floor the facility is located on).
- Invaders can visit the main facility building as a type of restaurant establishment. This is counted as a no-combat zone.
|
Description:
Reading on Amazon or a pirate site? This novel is from Royal Road. Support the author by reading it there.
"Glutton Kitchen". A member of the seven "Sin Shops" collection, a set of Dungeon Facilities that can only be obtained for Dungeons using a demonic-ish Dungeon Theme. Examples of these themes include "Netherworld Royal", "Prison of Debauchery", and "Forbidden Library". They act as a counterpart to the "Virtue Establishment" collection.
Despite having "sin" in their name, the collection comprises relatively safe shop-type facilities that even outsiders visiting (read: invading) the Dungeon can use. Each shop represents their sin in their unique way.
"Glutton Kitchen" represents the sin of gluttony, as if that was not obvious enough. It provides a food delivery service for all the monsters on the floor where it is stationed. This prevents that floor''s Dungeon Monsters from starving to death, which is a big plus for a facility of such a low price. Usually, food-providing facilities with this DP price are restricted to certain species of monsters, such as the "Goblin''s Cooking Campfire", and more often limited to only one type of dish.
A slight disadvantage with this setup is that the "Glutton Kitchen''s" menu is pretty bare. It needs chefs with the [Cook]-line classes to add new dishes to the table d''h?te. On the flip side, the "Glutton Kitchen" can also be used as a facility for chefs to develop their culinary abilities. The shop can also open its business to Dungeon divers, giving the Dungeon a chance to squeeze some sol out of them.
Another feature of this Kitchen facility is that it can expand its range of food services to other floors using the "Glutton Stand" facilities, food booth-like stores that can be placed on floors other than the one where "Glutton Kitchen" is located. They even slightly increase the Dungeon''s natural DP recovery capacity.
While at level "I", the Kitchen has no additional functions than what''s described above. At higher levels, however, it can provide drink bars, entertainment, and more. Even the "Glutton Stands" can be upgraded to bigger stores that provide more services and a higher DP recovery capacity. The requirements for the upgrades are a tad steep, a feature that can be found in all of the "Sin Shops".
Mira''s comment: Do they get maids when the level goes up? There were almost always maids in the restaurants back in Solomar.
Alf''s comment: Now that is something I wish to see. Though I hope our restaurant does not take up similar ideas. Who''d want to see a Goblin or a Diredog dressed in a maid outfit?
Warrior-line Class: Crusher
| Class: |
Crusher |
| Class-line: |
Warrior |
| Tier: |
Intermediate |
| Requirement conditions: |
- STR: 125+
- VIT: 140+
- Skill: [Hammer Proficiency]
|
| Stats: |
|
| Class Traits: |
- Positive correction to hammer-related skills and Combat Arts related to using blunt blows.
- Unlocks blunt attack-related skills.
|
Description:
Crusher is a barbarous class that focuses on one thing: destruction.
This class specializes in using any possible blunt-type weapons to reduce whatever stands in their way to dust. Their main choice of weapon is hammer-type ones, but any blunt-type objects such as bats or morningstars (even with the spikes attended to) can also be used with this class''s skills.
Some athletes have considered picking up this class, as it would be a great boon for games such as baseball or hammer throw (yes, the skills extend even to here). However, the drop in SPD discourages most people from actually taking this idea for a spin, so it''s been left hanging.
Unlocked skills:
| Unlocks from having Crusher as the Main Class: |
[Elemental Impact Lv.1] |
Unlocks at Lv.1: |
[Hammer Arts Lv.1] |
| Unlocks at Lv.1: |
[Break Blow Lv.1] |
Unlocks at Lv.10: |
[Heavy Body Lv.1] |
| Unlocks at Lv.20: |
[Damage Area Lv.1] |
Unlocks at Lv.30: |
[Impact Reinforcement Lv.1] |
| Unlocks at Lv.40: |
[Energy Warfare Lv.1] |
Unlocks at Lv.50: |
[Hammer Stance Lv.1] |
- [Elemental Impact]: A skill that enhances any blunt-type attacks with the attribute effects of one Element-type skill in the user''s possession. Similar to the [Element Blade] skill from the Swordsman class.
- [Hammer Arts]: A skill that registers Combat Arts using hammers...or any blunt-type weapons. It is famous for being one of the most flexible Combat Arts collection skills.
- [Break Blow]: An attack skill that enhances blunt-type blows'' destruction properties, inflicting more damage to items'' durability values. Luckily, the weapon in question is excluded from the blast zone.
- [Heavy Body]: An active skill that increases the user''s weight to allow them to resist Knockback-type effects. Strangely, it''s not a Gravity attribute skill, though it can become one by skill evolution.
- [Damage Area]: An attack skill that widens the area of damage from the next attack. The downside is that the overall damage is also spread out with the area of effect, making it useless for slashing-type or piercing-type attacks that wish to focus on a certain area. Blunt-type attacks love it though.
- [Impact Reinforcement]: The classic passive skill that improves a type of damage. This time, blunt-type attacks.
- [Energy Warfare]: An active skill that consumes SP to enhance the user''s stats for as long as this skill stays active. Another classic for the Warrior-line classes.
- [Hammer Stance]: A Combat Arts-type skill that revolves around "stances". One can initiate a stance to gain various passive effects. One needs to wait a certain amount of time before switching to a new stance. This skill is centered around hammers and other blunt-type equipment.
Garami''s comment: ALF!! If you''re telling the truth that you got this class back in Velantas, then crush this damn barrier this instant!!
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Alf''s comment: I never said I could crush something I can''t touch. You''re on your own, princess.
Scout-line Class: Hunter
| Class: |
Hunter |
| Class-line: |
Scout |
| Tier: |
Intermediate |
| Requirement conditions: |
- Title: 3 or more Hunting-type titles.
- Quest: [A Day in the Wild]
|
| Stats: |
|
| Class Traits: |
- Positive correction to search-related skills and abilities aimed against specific targets.
- Unlocks hunting-related skills.
|
Description:
The [Hunter] class is the poster child for the "Teachings of Searching"-type classes from the Scout line. This type of class focuses on making speedy and stealthy captures of their targets, as opposed to the more offensive "Teachings of Killing" classes or the "Teachings of Hiding" classes which you could call the Searchers'' nemesis.
[Hunter] has a heavy focus on tracking down their determined targets and finishing them off. The method for the latter half depends on each Hunter, but the tracking part is pretty orthodox when it comes to this class as opposed to other variants from the "Teachings of Searching". A normal Hunter lives by the motto "simple is best".
Unlocked skills:
| Unlocks from having Hunter as the Main Class: |
[Hunting Target Lv.1] |
Unlocks at Lv.1: |
[Pursuit Lv.1] |
| Unlocks at Lv.1: |
[Covert Movement Lv.1] |
Unlocks at Lv.10: |
[Hunter''s Partner Lv.1] |
| Unlocks at Lv.20: |
[Presence Perception Lv.1] |
Unlocks at Lv.30: |
[Knowledge of Nature Lv.1] |
| Unlocks at Lv.40: |
[Trap Creation Lv.1] |
Unlocks at Lv.50: |
[Five-Sense Reinforcement Lv.1] |
- [Hunting Target]: An active skill that can only be used once per day. Once activated, the Hunter designates one type of species that they will "hunt" for the rest of the day. Perception-type skills and attack damage aimed at the designated targets will have a high increase, but any other damage will lead to a decrease in said categories.
- [Pursuit]: An active skill that boosts movement speed when tracking a target. Since it requires the user to follow something, skills such as Perception-type skills and [Tracking] have a good chemistry with it.
- [Covert Movement]: A passive skill that makes it easier to move around without being detected. Works well with [Camouflage], which is a "don''t move"-version of this skill. A non-attribute version of the more popular [Lurk] Darkness/Shadow skill.
- [Hunter''s Partner]: A taming-type skill unique for [Hunter]. It can only tame 1 animal-type or avian-type creature, but the skill can allow the hunter and the beast to share their Perception-type skill effects to some degree.
- [Presence Perception]: A Perception-type skill that makes the Hunter more aware of presences around them. However, unlike skills such as [Detect Monster], the Hunter will not be aware of what creature they are sensing, making it difficult to master.
- [Knowledge of Nature]: A passive knowledge-type skill that makes it easier to identify flora and fauna in nature. Also comes with a few notes about the targeted, courtesies by the World System. Does not extend to the sea and sea creatures, nor any supernatural beings such as demons or spirits.
- [Trap Creation]: A crafting skill that assists the Hunter in making traps to capture their prey.
- [Five-Sense Reinforcement]: A perception-type skill that enhances sight, touch, smell, taste, and hearing. A rare case of a 2nd tier skill being given by an Intermediate-tier class.
Bloom''s comment: Excuse me, is there a Hunter in the audience? We are missing a vampire here~!
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Garami''s comment: The only Hunter in a mile''s radius is that stupid fish-for-brains! Just perfect (sarcasm level MAX)!
Active Skills: [Moon Jump]
| Skill: |
Moon Jump |
| Skill Type: |
Active Skill |
| Tier: |
1 |
| Attribute: |
Moon |
| Effect: |
- Allows the user to create a platform to allow another jump in mid-air.
- Jumping distance is increased if used during the night.
- A further increase is granted for each of Terra Sol''s full moons during the time of the skill''s activation.
|
Description:
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[Jump] is one of the more common Passive Skills one can obtain. It simply improves one''s ability to jump, or in other words, is a physical enhancement limited to one type of non-skill action. Upon skill evolution, this non-attribute ability can take many different paths, albeit they all share the common trait of making it easier to move vertically, such as using "double jumps".
For those who do not want to wait until they evolve their [Jump] skills, several attributes have access to skills that allow these "double jumps" already at the first skill tier. One of them is the Moon attribute, with its skill being named [Moon Jump].
Among the various "double jump skills", [Moon Jump] uses a pretty orthodox method for its athletic moves. By generating a small platform underneath the user''s feet, the user propels themselves upward. The platform is created from solidified moonlight energy, hence its usefulness depends on the moon cycle on Terra Sol. The more full moons available at the time, the stronger the "moonlight bounce platforms" become.
However, outside the right times, [Moon Jump] does not provide much height or distance through its platforms. Other attribute versions of this skill, such as those from Gravity or Wind, are much easier to handle generally, though neither can compete with [Moon Jump] when it''s in its element.
Alf''s comment: Another good feature of this skill is that its performance is not hindered if you want to use it underwater. Especially during the night, obviously.
Garami''s comment: Please don''t tell me you fell into the harbor AGAIN while fishing during the night back in Velantas...
Perception Skills: [Intuition]
| Skill: |
Intuition |
| Skill Type: |
Perception Skill |
| Tier: |
2 |
| Attribute: |
--- |
| Effect: |
- A skill that grants the ability to observe lines of danger.
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Description:
Among the various Perception-type skills, [Intuition] might be considered the most useful one for non-Scouts in its tier.
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This skill is an evolution of the [Danger Sense] skill, a common-to-find ability that warns the user about prominent attacks. This allows the user to stay aware of any sneak attacks, baring those hidden through high-ranking and high-level stealth-type skills or attacks that the skill user has no idea are coming towards them.
The last part is a common weakness with these types of skills. While both [Danger Sense] and its evolved form are extremely good in assisting their users in evading danger, the user has to be aware that those dangers exist. Hence, assistance from other Perception-type skills is a must.
Back to the skill in question, the difference between [Intuition] and its pre-evolved form is that the latter only provides a "hunch" of danger to its user, sort of like a sixth sense. [Intuition] upgrades this "hunch" by adding visual lines for the user, giving them not only a warning if a "danger" will occur but also when and where it will go. This small upgrade is a great help for the user to evade, parry, and counter any potential attacks heading their way.
On a related note, if the being is a creature with weak or non-existent eyesight, these "lines" will instead appear as something similar in a way that fits the strongest of the skill user''s five senses.
Finally, while powerful, [Intuition] requires specific classes or racial traits if it wishes to be upgraded to the 3rd skill tier. Only Scout-line classes or species with a keen eye, such as certain Beast-type creatures, have the honor of being able to evolve this skill to a semi-unique variant, each with their take and additional abilities that will assist the skill user in sidestepping anything that may come flying their way.
Alvatria''s comment: It sucks that this works on even my tricks. My toy joining the knights is sure to end this hilarious park adventure too early.
Chaos'' comment: You should have thought of that before literally throwing her in front of those tin cans'' feet.
Achievement Title: [Diamond Technique User]
| Title Name: |
Diamond Technique User |
| Acquisition condition: |
- Merge titles: [Gem Technique User] and [Gravity Technique User]
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| Effects: |
- Unlocks new Gem and Gravity attribute skills for purchase in the skill shop.
- Unlocks new Gem and Gravity attribute skill evolutions.
- Slightly enhances Gem and Gravity attribute skills.
- Slashing-type attacks of Gem-type skills are drastically enhanced and will also inflict additional Gravity-type damage.
- When using Gravity-type skills, one can also create diamond-like gems that enhance the Gravity skill with Gem attribute-based effects.
- Using Gem-type skills in areas with altered gravitational force will provide a positive correction to the Gem attribute skill''s abilities.
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| Rewards: |
|
| Description: |
A title obtained by mastering both Gem and Gravity. Mind me asking if you can provide a ring for me? No? Damn...
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Details:
[Diamond Technique User] is one of the "Technique User" titles, a set of achievements granted to those who have started on the path to master one of the several attributes that can be found in the Terra Sol World System. One can only obtain up to 3 of these titles.
HOWEVER, when clearing certain conditions, which includes visiting a temple-like building related to the Ultimate Gods, one can take two of these "Technique User" titles and merge them into a new title, one that retains the old titles'' effects while also granting the related attributes special power-ups based on what the new title is named after.
On another note, a combined "Technique User" title can be upgraded to become a "Technique Master" title when having enough skills that qualify for the upgrade. For a normal "Technique User" title, it is required to have 5 or more skills at Lv.20 or higher, and at least 3 of them being 2nd-tier skills. For a combined "Technique Master" title, this requirement would have to be fulfilled with both original attributes. Also, directly upgrading the combined "Technique User" title into a "Technique Master" title would award the title holder with the skills that would normally be obtained from the stand-alone attribute "Technique Master" titles.
Back to the current case, [Diamond Technique User] is the title obtained when having both [Gem Technique User] and [Gravity Technique User] titles and fuse them. Diamonds are said to be the strongest gemstones, hence why it is only the Gravity attribute that can unlock these for the Gem attribute users.
When having this skill, slashing attacks through Gem skills will be vastly enhanced, a testament to the sharpness found in common diamonds. Gravity skills are also granted a bonus, but only when they are used in areas filled with gems already. However, one could produce some of those delicious shinies through the Gem skills before lashing out with the Gravity. Finally, Gem-type skills will be granted a bonus to their effects if they are used in areas where gravity has gone bonkers. Again, using skills from the other attribute will make it easy to satisfy this condition.
This attribute combination is often found in locations rich in natural diamonds. The reason for this is that the Ultimate Gods just love real diamonds, hence they try to put up facilities, Chaos Dungeons, and Trial Grounds to protect their "assets".
Garami''s comment: Hey, what''s that last line for!? Cheapskates! Cheaters!!
Alf''s comment: Please, don''t even say it. You know as well as the rest of the world that you would have done the same if you were in the Gods'' divine shoes, "Princess".
Active Skills: [Flash Step]
| Skill: |
Flash Step |
| Skill Type: |
Active Skill |
| Tier: |
1 |
| Attribute: |
Light |
| Effect: |
- Grants the skill user a swift movement action based on their Light attribute affinity.
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Description:
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[Flash Step] is one of the many attribute-based movement skills that allows for a swift escape based on one''s elemental alignment.
This skill is famous for being one of the fastest skills at the 1st tier, allowing one to move with "speed almost equal to light". Unfortunately, the truth here is that the possible speed is far from close to "light speed". Instead, the skill allows the user to ignore the restrictions of the SPD stats, as in the physical limitations that prevent one from fully utilizing the SPD stat''s hypothetical max speed, and swiftly dash to a new location.
In addition, depending on how high one''s affinity with the Light attribute is, the skill will also grant a temporary enhancement to the SPD stat during the skill''s activation period. It is important to take notice that you can only run while the skill is active, so one cannot use the effects of [Flash Step] to perform a super-speedy attack. Also, the skill''s cooldown period prevents it from being used in rapid succession, so in retrospect, [Flash Step] is closer to an emergency evasion skill than a movement skill.
Bloom''s comment: The other attributes have [Earth Step] that moves the ground you''re on, [Water Step] that is more like gliding on water generated from the skill, and we must not forget about [Ice Step]!
Garami''s comment: How''s the last one any different from skating? Regardless, the real question is how it works for attributes such as Heretic or Void.
Undead: Vampire
| Name: |
Vampire |
| Rank: |
D+ |
| Genus: |
Humanoid (Vampire) |
| Attribute: |
Undead, Blood, Moon, Mist |
| Traits: |
Vampire (Humanoid) |
Description:
A Vampire is a humanoid undead of the night. They possess great mana and strength and strive to earn the reputation of a "Lord of the Night". Vampires have many strengths, but equally as many weaknesses. Only a small amount of these blood-suckers can survive and evolve into a higher species that is granted the title they so long after.
While they are classified as "undeads", Vampires are more treated like a type of humanoid species with vague undead characteristics. This is reflected in how they are missing the common Undead-type traits and instead possess a unique "Vampire" trait, which comes in both a Humanoid-version and a Beast-version.
Vampires known as "True Ancestors" are even rarer beasts, as these lords of the night came to being completely on their own. As in, they were non-undead creatures that obtained the power of a Vampire without relying on an already existing Vampire. Super-rare evolution items, such as the "Tepes'' Fangs" item, are one such way. Those who evolve into a "True Ancestor" Vampire gain both the trait [True Ancestor] as well as a Status Title with the same name, so it is not that difficult to identify one as long as one is doing one''s job right.
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Appearance:
Vampires have the same appearance as humans, except that their skin complex is deadly white and unhealthy. They also sport a pair of sharp fangs and more pale hair. Those that become Vampires retain some characteristics from their species before they turn undead, while undead creatures, like the Ghouls, evolve into having an appearance similar to a common Human.
Abilities:
Danger rank: D+
Rarity rank: B+
The strength of a Vampire is best demonstrated during the night. Vampires gain a massive increase in their stats, but to compensate for this, they become extremely frail during the day, also, they will take continuous damage as long as they stay exposed to the sun. This stat-reduction cannot be removed through skills like [Sunlight Resistance], but the continuous damage is possible to escape.
While on the best of their games, Vampires have many different and difficult abilities, such as their vampiric bodies that regenerate both health and mana over time, their ability to temporarily turn their body into mist, the classic skill of the vampire to suck a victim''s blood for the Vampire to recover health, mana, and stamina, and also their ability to create Shadow Creatures as their kin.
One of the many weaknesses of the Vampires is their weakness towards silver, a common weakness for Moon attribute creatures. Also, Vampires take way more damage from attributes such as Sun and Silver, and even Water harms them more than normal due to the Vampire''s weakness toward "running water".
Including the mentioned weaknesses, Vampires are racially weak towards the sun due to their poor skin complex, making them easily faint and burn from just being in the sun without proper protection. This is an instinctive weakness, so skills like [Sunlight Resistance] again will not be able to block it.
However, the True Ancestor Vampire mentioned above can completely ignore ALL MENTIONED WEAKNESSES! This makes them closer to a highly advanced Damphir than a Vampire, and some of the True Ancestors may evolve in a way that makes them even less vampire-ish in exchange for more power if they manage to clear certain difficult requirements.
Other than that, Vampires can also evolve based on one of their four racial attributes: Undead, Moon, Blood, and Mist. If one ever finds oneself on the bad side of a Vampire, expect them to use at least 1 of these four attributes.
Alf''s comment: Mist was a flop, Blood is just disgusting, and I''m leaving the Undead business to Iron. Meaning my choice of a vampirish attribute solved itself.
Garami''s comment: Ehem. And the fact that the fishies bits better at night had nothing to do with it~?