《Kigal-Note》 Kigal-Note: Introduction The Kigal-Note The Kigal-Note is the Unique Item of the Champion of Alvatria. It is named after a certain demon race that the goddess has a liking to. It is a grimoire that takes the shape of a black notebook with a lilac strap and lock. The book can change in size according to the wishes of its owner. Abilities: The Kigal-Note can be used to read up on every subject, item, and species on Terra Sol. Simply asking the grimoire will have it automatically find the page you seek. It can also provide suggestions and assistance through discussions of abilities. This story has been stolen from Royal Road. If you read it on Amazon, please report it It is also impermeable to any kind of damage, as it turns itself into an aether form to escape damage. It can be stored inside the shadow of the Champion by using its aether form. The book can also store living creatures into it, and then use whatever natural abilities those creatures may have as if they were the Kigal-Note''s original abilities, for a payment of the owner''s MP. Some creatures may resist the absorption, as the effect requires the MP from the owner. If the creature is too strong, then the owner''s MP may not be enough. K-N''s comment: Simply put, I am amazing. Garami''s comment: So she writes, but isn''t this depending on me to be whacked-up? Scout-line Class: Scout
Class: Scout
Class-line: Scout
Tier: Beginner
Stats:
SPD+ DEX+ STR-
Class Traits:
  • Positive correction to searching actions and concealment actions.
  • Unlocks hiding-type and discovery-type skills.
Description: One of the four Beginner-tier classes that are randomly granted when someone is born on Terra Sol. The Scout class is the starting point for all tricky stalkers out there. A Scout has information gathering abilities, the ability to stay out of sight, and they just love to ambush people. To keep it simple, they are true deviants. If you have the talent in looking for clues, staying out of sight, cutting some throats, and/or being a master in games like dodgeball, then the Scout will be a true companion for you. Unlocked skills:
Unlocks from having Scout as the Main Class: [Tracking Lv.1] Unlocks at Lv.1: [Speed Lv.1]
Unlocks at Lv.1: [Dexterity Lv.1] Unlocks at Lv.10: [Stamina Lv.1]
Unlocks at Lv.20: [Ambush Lv.1] Unlocks at Lv.30: [Camouflage Lv.1]
Unlocks at Lv.40: [Vital Point Knowledge Lv.1] Unlocks at Lv.50: [Detect Monsters Lv.1]
K-N''s comment: Ah, why do my master have to be such a crook... Help support creative writers by finding and reading their stories on the original site. Garami''s comment: Better to be a crook than a loser. Perception Skills: [Identification]
Skill: Identification
Skill Type: Perception Skill
Tier: 2
Attribute: none
Effect:
  • A skill that allows the observation of the target''s status in the World System.
  • Abilities unlocked when [Identification] increases in level:
    • Lv.5: The skill can now reveal the target''s name, level, and gender.
    • Lv.10: The skill can now reveal the target''s status values.
    • Lv.20: The skill can now reveal the target''s skills and Skill Points
    • Lv.30: The skill can now reveal the target''s traits.
    • Lv.40: The skill can now reveal the target''s titles.
    • Lv.50 The skill can now reveal the target''s Blessings.
Description: A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation. [Identification] is a skill that allows the user to see the status of their targets, meaning the skill holder can discover the strengths and weaknesses of their targets. One can also find out the identity of creatures and items, which is the real reason for this skill''s existence. However, people are more interested in its first use of it. Especially adventurers, much to the ire of merchants and crafters. Garami''s comment: Wow. With this at full level, I wouldn''t need that grumpy old notebook. K-N''s comment: ...this is the first time in history that a book has ever felt so dumped. Demon: Grey Demon
Name: Grey Demon
Rank: G-
Genus: Demon (Color Demon)
Attribute: ---
Traits: Demon Vessel
Description: The story has been taken without consent; if you see it on Amazon, report the incident. The Grey Demon is one of the seven weakest demon species that exist, the Color Demon. Like with all seven Color Demons, the Grey Demon represents one of the seven sins, in this case, the sin of sloth. This in turn makes Grey Demons easier to handle compared to the other Color Demons, as they are less likely to result in violence or try to steal items or food from people. Some strange fellows may even keep one as a pet. Some monster researchers believe that the Grey Demon spider-ish appearance is due to a spider could be a representative of sloth due to how many spiders make webs instead of actively hunting for prey. It is a theory with many supporters for and against it. Appearance: The Grey Demon has a spider-like shape with a body and legs that resemble that of a spider. However, the Grey Demon has only 4 legs instead of 8, and it does not have a large abdomen as the spider does. True to its name, the Grey Demon''s body is colored ashen-grey, its legs ends in x-shaped claws, it has strange, coal-like eyes, and a long tongue that it uses to pick up food with. A skilled individual can even use their front legs as hands. Abilities: Danger rank: G Rarity rank: D The Grey Demon has low physical- and magical strength, even when compared to its Color Demon siblings, but it is gifted with a latent talent to inflict status ailments and its dexterity. Grey Demons that become able to evolve most often choose an evolution that further exploits these talents. K-N''s comment: I wish to see the idiot who can complain about my training plans after reading this. Garami''s comment: But dragooooons... K-N''s comment: .......she has me to help her. She''s not a lost cause. Warrior-line Class: Warrior
Class: Warrior
Class-line: Warrior
Tier: Beginner
Stats:
STR+ VIT+ MAG-
Class Traits:
  • Positive correction to battle-related skills and battle arts.
  • Unlocks combat-capable and battle arts-related skills.
Description: One of the four Beginner-tier classes that are randomly granted when someone is born on Terra Sol. Any future muscle-for-brains will have the Warrior class as their first class. Warriors rely on muscles, armor, and weapons to make a living. They look for a fight, and if they win, they demand cash from it. Honestly, a class more related to bandits than anything. If they lose? Train and try again. If your talent is NOT in laying detailed plans and would rather bash someone''s face without thinking about the consequences, then you can bet this is your class. Unlocked skills:
Unlocks from having Warrior as the Main Class: [Battle Continuation Lv.1] Unlocks at Lv.1: [Strength Lv.1]
Unlocks at Lv.1: [Vitality Lv.1] Unlocks at Lv.10: [Health Lv.1]
Unlocks at Lv.20: [Pain Resistance Lv.1] Unlocks at Lv.30: [Close Quarters Combat Lv.1]
Unlocks at Lv.40: [Health Auto-Recovery Lv.1] Unlocks at Lv.50: [Weapon Reinforcement Lv.1]
Garami''s comment: Is it just me, or is the class descriptions becoming ruder and ruder? Did you know this text is from a different site? Read the official version to support the creator. K-N''s comment: Correct. The low-tier classes are looked down on to encourage the owners of those classes to advance to higher-tier classes. Or simply to laugh at them. Who knows the truth? Mage-line Class: Mage
Class: Mage
Class-line: Mage
Tier: Beginner
Stats:
MAG+ RES+ SPD-
Class Traits:
  • Positive correction to magic skills.
  • Unlocks collection-type magic skills.
Description: One of the four Beginner-tier classes that are randomly granted when someone is born on Terra Sol. This class is fated for future nerdy guys and gals who wear too big hats and too long robes. Mages use the grey matter in their heads to perform magic so to earn a living. Whether it''s to make shows in the cities, study dusty old documents in the libraries, or try to blast (or be blasted by) monsters out in the wild. It is also the first of the line of classes that allows usage of collection-type magic skills, skills that have various magic spells recorded in themselves. If your talent (and obsession) lies in magic, then this class is your destined partner. Unlocked skills:
Unlocks from having Mage as the Main Class: [Magic Operation Lv.1] Unlocks at Lv.1: [Magic Lv.1]
Unlocks at Lv.1: [Resistance Lv.1] Unlocks at Lv.10: [Mana Lv.1]
Unlocks at Lv.20: [Short Chant Lv.1] Unlocks at Lv.30: [Hushed Chant Lv.1]
Unlocks at Lv.40: [Mana Auto-Recovery Lv.1] Unlocks at Lv.50: [Magic Reinforcement Lv.1]
Garami''s comment: It is a class about magic..., but it doesn''t provide any magic spells at all. If you find this story on Amazon, be aware that it has been stolen. Please report the infringement. K-N''s comment: Must be a production problem they never bothered to fix. Demi-Human: Sahuagin
Name: Sahuagin
Rank: E
Genus: Merman (Sahuagin)
Attribute: Water, Ocean
Traits: Demi-Human, Merman
Description: Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings. Sahuagins are fish-like demi-humans that have many similarities with the more common Mermen. The difference is that the Sahuagins are more tribal in comparison and would stay away from the rest of humanity. Due to this, Sahuagins are often treated like monsters, but only in cases when they are actively aggressive towards mankind. Appearance: Sahuagins have a humanoid body that is covered in fish shells that can be of any color from blue to sea-green, and webbed hands and feet. Unlike the Mermen species, their heads are that of random fish species, and they also have a sea serpent-like tail and sharp claws. Abilities: Danger rank: F+ (E+ while in water) Rarity rank: E+ Sahuagins are strong in hand-combat, with shamanistic spells, and are generally talented with water-related attributes. Their webbed limbs give them an advantage when fighting in the ocean or other large bodies of water. Between other water-living creatures, the Sahuagin is among the land-walking ones who show the biggest difference between when they are fighting on land or in the water. A Sahuagin''s preferred weapon is the trident and casting net. Due to this, they are also talented fishermen as well as warriors. They can also tame sea creatures like sharks, octopi, and sea snakes. The weakness of the Sahuagin is that their powers are extremely limited in dry environments like in a volcano or the desert. Water is their lifeline in more ways than a normal human. K-N''s comment: This explains the dryness of the 7th floor. The monster-army cannot afford to give the Sahuagin''s any upper hand. Garami''s comment: No kidding. The only way to beat the walking fishies is to fight them on dry land. Dry fish tastes awful though. Status Title: [Migrant]
Title Name: Migrant
Acquisition condition:
  • Arrive at Terra Sol from a different world.
Effects:
  • None.
Rewards:
  • Skill: [Identification Lv.1]
  • Skill: [Language Adaptation]
Description: A title granted to the people who have arrived from a different world. The Migrants.
Details: [Migrant] is a status title granted to the poor, unfortunate souls who have been whisked away from their homeworld and are now forced to stay on Terra Sol. Support the author by searching for the original publication of this novel. As for why so many people from different worlds end up on Terra Sol is due to our world''s incredibly high resources of aether. It acts like a gravitational field that attracts people lost in-between the worlds for various reasons. It is due to this attraction power that it is possible to use forbidden arts to snag otherworlders from their homeworld and summon them to Terra Sol. Migrants are granted the skills [Identification] and [Language Adaption] through this title as a way to let them cope with their new environment. While pretty much useless at low levels, [Identification] can grant the Migrants much-needed information about this (from their point of view) new world they live in. [Language Adaptation] is to allow them to understand the language on Terra Sol, as it''s not likely that the two worlds (the Migrant''s homeworld and Terra Sol) share the same language. Migrants themselves obtain 5 random skills as their initial skills when they arrive at Terra Sol. These skills are customized to the Migrants'' pasts and wishes. Those who have lived as a baker may obtain skills related to creating bread. A Migrant who has always dreamed to fly in the sky may obtain such a skill. And so on. In some extremely rare cases, the Migrant may even obtain incredible skills that grant them much power from the start. Even Extra Skills of low rarity may be possible for them to obtain when they arrive at Terra Sol. It is due to these special skills that Migrants are often sought after as heroes, or simple weapons to be controlled. A country''s disposition to Migrants variates, but some trustworthy groups that will take care and foster clueless Migrants exist. The Adventurers'' Union in the Invidia Continent is one such example. Garami''s comment: Other Migrants get their skills gatcha-styled? And they can get OP-skills as well!? Give me some of those protagonist rights!! And why''s this world acting as a black hole? K-N''s comment: Terra Sol has such vast aether due to its origin that once threatened even other worlds. The World System is an attempt of reducing the overly high levels of aether, as things could go "ka-boom" if too much aether is built up. Garami''s comment: ...turn on the AC''s! Don''t fear the electricity bills! ...(but I wonder what those "extra skills" are all about)... Beast: Greycave Rat
Name: Greycave Rat
Rank: G
Genus: Rodent (Rat)
Attribute: Earth
Traits: Beast, Rat
Description: The tale has been illicitly lifted; should you spot it on Amazon, report the violation. The Greycave Rat is a monster that is a mutation of normal rats in mountains and caves. They can survive as easily on rocks and dirt as on normal food. Greycave Rats who have eaten a certain amount of a special material may qualify for a special evolution. These rats are common monsters that can be found close to anywhere in the world. Be careful if you eat their meat, as Greycave Rats may house parasites in their bodies. Appearance: A Greycave Rat has dull, grey fur, a naked tail, and feet, and looks exactly like a normal rat. Except for the size. An adult Greycave Rat''s as big as a house cat. Abilities: Danger rank: G Rarity rank: G+ The Greycave Rat is one of the weakest monsters there is. It''s as if its new size had nothing to say. Due to that, they are treated as the bottom-feeders of the bottom-feeders. Since Greycave Rats can digest stones and rocks, some may be tamed to help with mining works. If a Greycave Rat gets tempted by cheese, they may show incredible powers, equal to a rank F monster. But that only happens once every blue moon. Garami''s comment: I never wanted to eat rats before, and I definitely don''t want to try now either! But..., I miss the taste of meat...real meat... K-N''s comment: Rats are less dangerous than cows. They could stomp you to a dirty stain on the ground if they wanted to. Insect: Crushroach
Name: Crushroach
Rank: G
Genus: Insect (Cockroach)
Attribute: ---
Traits: Insect, Vermin
Description: Support the creativity of authors by visiting the original site for this novel and more. The Crushroaches are one of the most resilient and bothersome Vermin monsters to live. They follow only the orders of the Crushroach Queen and are extremely territorial. If someone tries to steal bounty from the area they consider their territory, be it an empty cave in the wilderness or the holiest church in the greatest humanoid city, they will fight to their death to kill whoever trespassed on "their" land. Appearance: The Crushroaches look exactly like their non-monstrous siblings, except that the Crushroaches are as big as a house cat. In addition, the Crushroaches do not have a set of wings. Abilities: Danger rank: Variable (depends on swarm size) Rarity rank: F- Crushroaches are surprisingly durable despite their weak bodies. However, they are susceptible to magic, flames, and poison. A single Crushroach is considered to have a Danger Rank of G, but if they attack in a swarm, the Danger Rank can increase to rank E, or in the worst case, to rank D. The reason for this drastic increase lies in the Crushroaches'' insatiable hunger and that their abilities increase when working as a swarm due to their Vermin trait and [Swarm] skill. A starved Crushroach swarm can even eat metal armor if the swarm is large enough. They can also eat much more than their body mass, but there have been found some individuals that have eaten themselves to death. Garami''s comment: In any world, roaches are a constant pest. K-N''s comment: I would say the same about bookworms. Those wretched creatures... Scout-line Class: Rogue
Class: Rogue
Class-line: Scout
Tier: Intermediate
Requirement conditions:
  • STR: 120+
  • Skill: Hiding-type skill, Tier-1 or higher.
  • Skill: [Ambush]
  • Karma Value: -50 or less.
Stats:
STR+ SPD+ RES-
Class traits:
  • Unlocks hiding-type skills and skills related to surprise attacks.
  • Reduces the AP cost for skills related to hiding and surprise attacks.
  • Increases the damage inflicted to a target by the means of a surprise attack.
Description: An intermediate scout-line class focused on sneak attacks. The Rogue is a dirty bastard that hates playing fair. They will fight without honor or scruples if it can bring them victory, and can without a care for others use forbidden items if they need to. They are deadly, yet vulnerable, front-line combatants and the most generic example of a battle-worthy scout-line class. Rogue grants its owner access to skills related to hiding and sneak attacks. This class can also grant access to certain skills related to the usage of "forbidden" or "evil" items. If honor is something that doesn''t help you fill your stomach, then this class may aid you through a different method. If you stumble upon this narrative on Amazon, be aware that it has been stolen from Royal Road. Please report it. Unlocked skills:
Unlocks from having Rogue as the Main Class: [Lurk Lv.1] Unlocks at Lv.1: [Dagger Proficiency Lv.1]
Unlocks at Lv.1: [Evasion Lv.1] Unlocks at Lv.10: [Throwing Lv.1]
Unlocks at Lv.20: [Detect Trap Lv.1] Unlocks at Lv.30: [Misdirection Lv.1]
Unlocks at Lv.40: [Rogue''s Assault Lv.1] Unlocks at Lv.50: [Shadow Dive Lv.1]
Garami''s comment: Oooh! Wonder how it also helps with getting a nice look at the girls'' lockers. K-N''s comment: Why do you need help with that? You are technically female. Garami''s comment: First, where''s the fun in that? Second, what do you mean by "technically"!? Scout-line class: Arachnid Assailant
Class: Arachnid Assailant
Class-line: Scout/Special
Tier: Intermediate
Requirement conditions:
  • SPD: 150+
  • DEX: 150+
  • Skill: [Spider Thread]
Altered Stats:
SPD+ DEX+ VIT-
Class traits:
  • Unlocks spider-related skills and thread-based skills.
  • Reduces the cost of spider-related and thread-based skills.
  • Improves the usage of spider-related skills.
  • Improves thread- and web-related skills.
Description: The Arachnid Assailant. It is a Scout-line class and a race-focused Special-line class focused on arachnids. It''s normally restricted to the creepy crawlers, but that is only due to how most other races do not have access to the [Spider Thread] skill. This class focus on how a spider makes traps and hunts down its prey with webs and poisons. It grants various skills related to producing, using, and customizing spider threads, along with other abilities related to a spider. This class is a typical choice for Scout-owning spiders, but most spiders often have the abilities the class provides, so it''s unclear whether it is a good fit for them, or if a class that granted more "unique" abilities to the eight-legged web-weaver would be better. No matter, if your wish is to become an arachnophobes'' worst nightmare, then you should know what class to take to do that by now. Unlocked skills:
Unlocks from having Arachnid Assailant as the Main Class: [Spider''s Bite Lv.1] Unlocks at Lv.1: [Rope Proficiency Lv.1]
Unlocks at Lv.1: [Cutting Thread Lv.1] Unlocks at Lv.10: [Sticky Limbs Lv.1]
Unlocks at Lv.20: [Danger Sense Lv.1] Unlocks at Lv.30: [Trap Creation Lv.1]
Unlocks at Lv.40: [Thread Control Lv.1] Unlocks at Lv.50: [Web Creation Lv.1]
Garami''s comment: Oh, boy! Does this mean you can be like that famous friendly neighbor!! If you encounter this tale on Amazon, note that it''s taken without the author''s consent. Report it. K-N''s comment: Cannot compute. No data on this "neighbor"-person. Garami''s comment: ......this book''s value dropped like a meteorite in my mind just now. Hunting Title: [Beast Slayer]
Title Name: Beast Slayer
Acquisition condition:
  • Kill a certain number of creatures with Beast-type traits.
Effects:
  • Grants a small increase of damage inflicted on creatures with Beast-type traits.
Rewards:
  • Skill: [Stamina Lv.1]
Description: A title granted to the hunters who have taken down a large number of beasts. Find this and other great novels on the author''s preferred platform. Support original creators!
Details: One of the many Hunting Titles recorded in the Terra Sol World System and the second-most common one after [Monster Slayer]. Hunting Titles come in three stages: Slayer, Slaughterer, and Genocider. By killing a variable number of creatures with the same trait, one will unlock these titles. However, killing lower-ranked creatures will not count for these titles, and even if you kill creatures that are of a higher racial rank than you, you still need to kill quite a number of them anyway. [Beast Slayer] is the title that is obtained by killing creatures with ANY Beast-type traits. This includes creatures that would otherwise unlock other titles such as [Rabbit Slayer] or [Wolf Slayer]. The Ability skill provided by [Beast Slayer] is [Stamina]. It represents animals'' endurance needed to live in the wild, even if it''s not appreciated by people who specialize in the Hunter class. [Stamina] is a skill obtainable from the Scout class after all, so people with Hunter, a scout-line class, as their Main Class, would already own the [Stamina] skill thanks to Scout. Garami''s comment: ...just wondering, do demons have something like this? K-N''s comment: Correct. But it is advised to become so strong that people cannot hunt you over being so weak that people do not bother with you. Garami''s comment: Be so VIP-ish that common thugs can''t get me? I can live with that. Spirits: Light Sprites
Name: Light Sprite
Rank: E
Genus: Spirit (Humanoid Spirit)
Attribute: Light
Traits: Humanoid Spirit, Light Spirit
Description: "Sprites" are a kind of humanoid with a close connection to the Spirits. Also known as "spirit people", Sprites exist of the 10 primary elements, except for Order and Chaos. The Light Sprite is, as the name suggests, the Sprite-race of the Light attribute. The story has been illicitly taken; should you find it on Amazon, report the infringement. Light Sprites are one of the less radical of the Sprites, as they do not go all their way to live in certain conditions or areas, often being found in cities that see daylight. This is similar to how ordinary spirits of light choose their habitats, as opposed to the spirits of fires who thrive in volcanoes, just to name an example. Appearance: A Light Sprite is no different from regular humans. The exception is their eyes, which have a golden symbol of the sun, said to represent the attribute of Light. If the Light Sprite gets excited or uses a large amount of mana in one go, this symbol may start to glow, which has led to the common saying: "Let the Sprites with glowing eyes be". Another unique trait of the Light Sprite is that they all have alabaster skin, and they all have an unnatural sort of beauty, not losing to the elven races. In addition, like with the other Sprite races, the Light Sprite sometimes turns half-transparent, as if showing off their origin as spirits. Abilities: Danger rank: E- Rarity rank: D+ Light Sprites have amazing speed, even better than that of Wind Sprites. However, their bodies are much frailer compared to the Wind Sprites, so the Light Sprites are dependent on strong weapons if they wish to do battle. Like other Sprite races, Light Sprites can manipulate their element to a certain degree, without the need for the usage of magic. As a subspecies of spirits, Light Sprites can convert their mana into life force and stamina at will. They also have a high rate of mana recovery. Garami''s comment: Wow. These guys sound awesome! No need to spend money on lighting. K-N''s comment: Cannot compute. Does not see the need for someone with [Nightvision] to think about lighting. Garami''s comment: And you can''t compute humor either. Demon: Gazer
Name: Gazer
Rank: F-
Genus: Demon (Evil Eye Demon)
Attribute: none
Traits: Lesser Demon, Evil Eyed
Description: This story has been stolen from Royal Road. If you read it on Amazon, please report it A demon with the bizarre appearance of a single, floating eyeball. They are often used as familiars, but their only positive feature in that job is their great information-gathering powers. Appearance: Your everyday Gazer is a floating eyeball covered in jet-black skin. The creature is about the same size as a human baby. Abilities: Danger rank: F- Rarity rank: D- This creature may not be the strongest demon stat-wise, but its access to Magic Eye and Evil Eye-type skills already at this evolutionary rank makes it a unique type of threat. K-N''s comment: It is still a mystery why it is so popular for magicians to use as familiars to this day. Garami''s comment: Maybe they''re awesome as security cameras? Or spy cameras for the witches'' locker rooms? Demon: Unstable Djinn
Name: Unstable Djinn
Rank: F-
Genus: Demon (Djinn)
Attribute: none
Traits: Lesser Demon, Demonic Spirit
Description: Support the creativity of authors by visiting the original site for this novel and more. Djinns are spirits of demonic origin that live in certain magical objects. The Unstable Djinn, however, is a spirit who is yet to reach full maturity, preventing them from even obtaining such a home. In addition to the aforementioned problem, Unstable Djinns are also yet to stabilize their existences as a physical spirit, so most of their powers are yet to be granted to it. They can also be attributed to the sin of sloth, along with the other Djinn races, due to their tendencies to grant wishes to people that visit them, only to flunk it halfway through it. Appearance: Unstable Djinns takes the appearance of a humanoid demon. They have an overall human appearance, except for the traditional pair of demon horns, the demon-looking tail, and quite the "unique" selection of hair- and skin colors. In addition to this, Unstable Djinns also have the trait of turning half-transparent from time to time, a common thing among the Djinn species, as well as "broken marks" covering their bodies. Abilities: Danger rank: F+ Rarity rank: D+ While Unstable Djinns may yet have matured into proper Djinns, they still possess most of the common abilities of a demonic spirit. Such as the ability to induce sleep, the power to use demonic magic without side effects, and an instinctive knowledge about magical items and how they are built. Garami''s comment: Wait, is that what Djinns are supposed to be like...? Of course, it is. Who am I kidding? K-N''s comment: I am scared to ask what Djinns you know about. And this comes from the magic notebook without any feelings. Demon: Dark Imp
Name: Dark Imp
Rank: F
Genus: Demon (Imp)
Attribute: Darkness
Traits: Lesser Demon
Description: This story has been unlawfully obtained without the author''s consent. Report any appearances on Amazon. A minor demon that holds the power over the Darkness attribute. It''s quite mischievous, but it is also quite loyal like the rest of the Imp races. Due to that, they are one of the best candidates for magicians practicing black magic. Appearance: The Dark Imp is a small, bat-like humanoid creature covered in black fur. They have large ears, a small nose, big eyes, and sharp fangs. Abilities: Danger rank: F Rarity rank: E+ The Dark Imp is capable of seeing perfectly in the dark, along with other abilities related to the Darkness attribute. Due to all of this, they are quite capable material searchers and are sought after by magicians that require components to use their magic. Not to mention that their pranks can be pretty embarrassing. K-N''s comment: Most researchers think the Dark Imp''s mischievousness comes from their attribute. More specifically, the goddess of their attribute. Garami''s comment: Puh-lease! As if that could ever-*BANG!*-ouch! Stupid washbin. Okay, those lab coats are 1000% correct with that theory! *BANG!* Ouch! Demon: Reha Zera
Name: Reha Zera
Rank: F+
Genus: Demon (Demonic Spider)
Attribute: none
Traits: Lesser Demon, Arachnid
Description: Taken from Royal Road, this narrative should be reported if found on Amazon. A spider-like demon that lives in the jungles and caves. They hunt down their targets while hiding in shadows, using traps and vicious poisons to kill their victims. However, the Reha Zera is also a benevolent monster and will refrain from attacking prey that is weaker than themselves. In some cases, the Reha Zera may even provide a cure to sick people who wander into its territory. If it is in a good mood. Appearance: The Reha Zera takes the appearance of a black spider with a small abdomen. It has a neck like an ant, but its head is still that of a spider. It has just one set of eyes, sharp fangs, and a long tongue. Abilities: Danger rank: F+ Rarity rank: D+ A Reha Zera is a master at laying traps with its silk threads. It captures creatures with its webs for then finishes them off at close range. Their threads are weak to fire though. In addition, the Reha Zera has an effective poison in its fangs, and it may even create additional poison using harvested plants or monster parts. K-N''s comment: The hot-and-cold of the demon world. It is a fine fit, indeed. Garami''s comment: WHAT!? Phht, no! ...not really... Demon: Arami Infernalis
Name: Arami Infernalis
Rank: F+
Genus: Demon (Seaborn Demon)
Attribute: Light, Ocean
Traits: Lesser Demon, Seaborn Demon
Description: The tale has been illicitly lifted; should you spot it on Amazon, report the violation. A type of Seaborn-type demon that, despite the name, can function perfectly on both land and in the sea. They are nefarious creatures that will lure people into the sea and devour their flesh..., is the most common interpretation of them. While they do have man-eating tendencies, the Arami Infernalis is by no mean an active enemy of humanity. Instead, they try to feed on the people with bad Karma, as they are more..., "tasteful"..., okay. They''re bad to the bones they don''t have. Done deal. Appearance: Arami Infernalis takes the appearance of a huge, black-colored dumbo octopus. They can freely change the color of their skin with their disguise-based skills. They can even mimic humanoid races if needed. And since most of their species would go on dry land to find "troublemakers"..., you are more likely to discover one as a "human" than in their true form. Abilities: Danger rank: E- Rarity rank: E+ Arami Infernalis is far from any combat-focused demon species. They are not even that good swimmers. Instead, they use their power of light alteration to disguise themselves, hypnotize their targets, or simply use it for a flashbang escape. An escape that could likely fry off someone''s eyeballs. Garami''s comment: This thing got a bounty on its head, am I right? K-N''s comment: Yup. Absolutely. In every town and village close to the sea, and everywhere else for good measures. Amphibian: Pond Frog
Name: Pond Frog
Rank: F
Genus: Amphibian (Frog)
Attribute: Water
Traits: Frog
Description: Royal Road is the home of this novel. Visit there to read the original and support the author. A common monster to find near sources of water. The Pond Frog is often used as practice for newbie monster hunters as their first target due to the Pond Frogs and the weaker Puddle Frog not trying to herd together with the stronger Lake Frogs or its evolved variants. Their meat is delicious and tastes like chicken. Appearance: Pond Frogs have huge blue bodies, with a height bigger than a common child. Some smarter individuals have eyecatching patterns on their skin. The reason for why is unclear, but these skins are sought after by leatherworkers. They are beautiful when processed into wallets. Abilities: Danger rank: F- Rarity rank: G+ The biggest, or actually, the only threat from the Pond Frog is its long tongue. It hits hard and inflicts both cutting damage and impact damage. Other than that, the Pond Frog''s jumping ability is not so impressive for a frog-type monster, and it shows close to no desire in learning or train with Water attribute skills for some reason. Garami''s comment: And I haven''t tried crushing these guys yet!? What am I, weaker than a frog!? K-N''s comment: No, you are not. You are just more chicken than these chicken-tasting fellows. Dread Spirit
Name: Dread Spirits
Rank: S- (variable)
Genus: ERROR (Dread Spirit)
Attribute: ERROR (none)
Traits: ---
Description: When people die, they sometimes leave behind remains that could turn into monsters. Their body could become a Skeleton or a Zombie, while the few remains of their souls could turn into a Ghost. However, these creatures of the undead are not the same person who died, and they are unique individuals with no relationship to whoever they were before "they" died. Love this story? Find the genuine version on the author''s preferred platform and support their work! There is one type of "undead" that breaks this rule, and that is the Dread Spirit. The Dread Spirits are the special abilities of the deceased creature themselves that have gained a "mind" on its own, often due to a lasting grudge the dead creature may have had before it died. However, despite this "miracle" taking shape, the low-ranked Dread Spirits do not possess the memories or shape of who they used to be. Even their abilities are gone, leaving only behind a mass of grudge and hostile aether. Appearance: Dread Spirits has an appearance quite similar to Ghosts and Zombies merged. They look like humanoids wearing a black cape, but underneath those are horrifying black goop in the shape of rotting corpses. In addition, it''s been observed that Dread Spirits takes on appearances that are purposely made to scare people. Nobody knows why, and nobody cares. These "creatures" are scary enough as it is. Abilities: Danger rank: E+ Rarity rank: C The low-ranked Dread Spirits do not have any skills, titles, classes, or anything. They are just a mass of hostile aether. But that itself could be described as their special ability. Just their touch is enough to make weaker creatures'' bodies fall apart on themselves, and the Dread Spirits are immune to physical attacks. However, energy-based attacks work wonders, so if you find a Dread Spirit, pepper it with magic until it falls apart. Garami''s comment: Webs. I hope I never see one of those guys ever again. ???(Ria-chan)''s comment: You never knoooooow~~. Reptile: Glavras Bunkurtle
Name: Glavras Bunkurtle
Rank: E
Genus: Reptile (Turtle)
Attribute: Water
Traits: Reptile (Aquatic), False Monster (Glavras)
Description: A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. This book''s true home is on another platform. Check it out there for the real experience.Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: unknown. Probably to be used as some security measurement, or perhaps a failed prototype. Need more information to confirm the hypothesis. The heavyweight among the rank-and-file monster of the Water-Knot of Glavras Dungeon. The Glavras Bunkurtle is a solid guardian, both in ability and in mindset. They will guard the domain they are set to protect with their lives, or others'' life, depending on the situation. Appearance: The Glavras Bunkurtle is a massive tortoise monster with a body of varying marine colors. Their heads are that of a snake, along with an elongated neck. Their shells have the appearance of rocks, so they can camouflage themselves as such if needed. Abilities: Danger rank: E+ Rarity rank: ??? (false creation) The Glavras Bunkurtle is focused on one thing: defense. However, their necks and jaws are respectively fast and strong enough to chew up any intruders, no matter how armored they are. Unless the "armor" is the turtle''s shells. As mentioned before, the Bunkurtle is a defense specialist. The Bunkurtle also has a special pursuit ability of some kind, where they can catch up to almost any creature, despite their lacking speed..., is one would first think, but these turtles have the strange (yet not uncommon) ability to "spin" their shells and reach unbelievable levels of speed. K-N''s comment: Information has been recently added to the World System thanks to the contribution of the knight group we saw before. Garami''s comment: Go, go, knight group~! Risk your lives to gather the info I can use~! Dinosaur: Glavras Slipraus
Name: Glavras Slipraus
Rank: E
Genus: Dinosaur (Veliociraptor)
Attribute: Water
Traits: Dinosaur, False Monster (Glavras)
Description: A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Love what you''re reading? Discover and support the author on the platform they originally published on.Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: unknown. Probably to be used as footsoldiers, or perhaps a failed prototype. Need more information to confirm the hypothesis. The speed demon among the rank-and-file monster of the Water-Knot of Glavras Dungeon. The Glavras Slipraus is fast and furious, has excellent teamwork, and they can cover much distance even on an empty stomach. Finally, they have something close to an instinct for gathering in groups of at least 3. In addition, it has been observed that these dinosaurs have a great inborn sense of justice. So great that these creatures may betray their original creator if this individual somehow makes them unworthy of the Slipraus'' loyalty. Further observation is needed. Appearance: The Glavras Slipraus has the appearance of a raptor dinosaur monster, similar to the Jungle Raptor. They have scaley skin, long claws, sharp fangs, and fast legs. Their arms are too short to be considered battle potential, but they''re just the right size for everyday objectives. The Glavras Slipraus'' scales are of marine colors, granting them a primitive camouflage in their home Dungeon''s tunnels. They also have special fins, similar to those of Flying Fishes, on their ankles and wrists, which they can use to help them when they''re swimming. Abilities: Danger rank: E- (E+ when in a group) Rarity rank: ??? (false creation) The strength of the Glavras Slipraus lies in their teamwork and speed. These dinosaur monsters are one of the fastest in their home Dungeon, and they have an incredible ability to run even on wet surfaces, or on top of water even if that''s necessary. The real strength of the Glavras Slipruases is their unerring teamwork. With just simple eye contact, they can understand the plans and tactics of their brethren, making them a formidable opponent to fight against as a group. K-N''s comment: It is calculated that these creatures have 1000% better cooperation-abilities than owner Garami. Garami''s comment: HEY! ...ah, who am I kidding? It''s over 1000%... Dinosaur: Glavras Regaliraus
Name: Glavras Regaliraus
Rank: D
Type: Dinosaur (Veliociraptor)
Attribute: Water
Traits: Dinosaur, False Monster (Glavras)
Description: This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere. A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: unknown. Probably to be used as group leaders for the patrolling monsters, or perhaps a failed prototype. Need more information to confirm the hypothesis. The Glavras Regaliraus is the evolved form of the Glavras Slipraus. It is a regal being that commands the many Sliprauses of its herd. It is a noble creature that does not wish for unnecessary blood to be spilled. Appearance: The Glavras Regalisaurus is similar to its pre-evolved form, just one size bigger and with more striking scale colors. They also have feathers growing around their necks, ankles, and wrists, alongside their fin-like appendages. Abilities: Danger rank: D- (D+ when in a group) Rarity rank: ??? (false creation) Including its speed abilities from when it was a Glavras Slipraus, the Regalisaurus has access to shamanic spells that can decrease the strength of the opponent, increase the strength of their allies, healing, illusions, and much more. The only magical spell type that the Regalisaurus is missing is magic spells that can inflict direct damage. The greatest strength of a Regalisaurus is its leadership. Just commanding a group can increase the damage potential of the Regalisaurus by several ten-folds, making it a dangerous monster to ignore in a group fight. Garami''s comment: Grr, why do lizards have better social skills than me!? K-N''s comment: I have many comments about that, but silence is gold. Arachnid: Glavras Aquarect
Name: Glavras Aquarect
Rank: E-
Genus: Arachnid (Spider)
Attribute: Water
Traits: Arachnid, False Monster (Glavras)
Description: A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. If you spot this story on Amazon, know that it has been stolen. Report the violation.Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: unknown. Probably used to create easily mass-produced troops. More information is required to prove this theory. A spider monster that was first seen in the Water-Knot of Glavras Dungeon. It is one of the most unusual monsters of the Dungeon by not only being a derivation from the norm of reptile monsters in the Dungeon but they are also a deviant amongst spider-type monsters due to their lack of webbing and their access to the Water attribute. They act as an army and swarm their enemies without fearing death. It is believed that evolved species act as sergeants and/or generals for the basic soldiers. It is currently unknown what creature stands on top of their hierarchy, but knowing spiders, it cannot be anything pretty to look at. Appearance: The Glavras Aquarect is a 60 cm high spider with a small trunk in navy colors. Its legs have a more aqua-green color. Abilities: Danger Rank: F+ (E+ if working as a swarm) Rarity Rank: ??? (false creation) The Glavras Aquarect lacks certain strengths typically found in spider monsters, such as threads and poison, but it makes it up with its abilities to shoot blasts of water strong enough to crack boulders when used at maximum power. These spiders have an incredible sense of unity. Add a bunch of them together with a leader, and they can face D-Rank monsters without problems. There would be casualties on both sides though. Garami''s comment: Strange that we didn''t see any more of them on the 4th floor. K-N''s comment: This unit has an idea of what happened, but since it is related to the Crushroaches, it is best to let this mystery stay secret. Trait: Demon Vessel
Trait: Demon Vessel
Abilities:
  • Received Light-, Holy Damage Increase: *2
  • Received Gold Damage Increase: *1.5
  • Negative Karma Value Increase: [Small]
  • Positive Karma Value Decrease: [Small]
Description: The story has been illicitly taken; should you find it on Amazon, report the infringement. The "Demon Vessel" trait is an extremely rare demon-type trait due to it being only available to the seven Color Demons. It is said to be the trait that symbolizes the Color Demons'' reputation of being "barely demonic". Due to their low demonic powers, the Color Demons do not qualify for the "Lesser Demon" trait even, which forces them to take upon the identity as "potential vessels for demons". The positive side of this trait compared to "Lesser Demon" is that "Demon Vessel" does not affect the user when they are underneath the sun. They also take less damage from Holy-type attacks, and they are weak to the Light attribute only and not all Light-aligned attributes. The downsides are many, however. "Demon Vessels" do not have inborn night vision, they are not granted an increase to Darkness-aligned abilities, their self-recovery abilities related to MP are not enhanced, and they do not take less damage from Darkness-aligned attacks. In the end, the "Demon Vessels", which are known as the Color Demons to the public, are still the weakest kind of demons to exist. Garami''s comment: Objection!! I wasn''t...or maybe...a little... K-N''s comment: Such is fate. Even your refusals are weak. Reptile: Glavras Ophiaqya
Name: Glavras Ophiaqya
Rank: E
Genus: Reptile (Snake)
Attribute: Water
Traits: Reptile (Aquatic), Serpent, False Monster (Glavras)
Description: Love this novel? Read it on Royal Road to ensure the author gets credit. A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: unknown. Probably to be used as some security measurement, or perhaps a failed prototype. Need more information to confirm the hypothesis. A snake monster from the strange, Dungeon-like area: "The Water-Knot of Glavras". The most common monster in the Water-Knot''s E-rank-lines, but by far the weakest of the four. These creatures are all-starts in magic, defense thanks to their scales, speed as worthy of a snake-type monster, and attack due to their strong jaws. Appearance: The Glavras Ophiagya is a cobra snake with a length of approximately 5 meters. Their scales have a beautiful pattern in marine colors. Abilities: Danger rank: E+ Rarity rank: ??? (false creation) The strength of the Glavras Ophiagya lies in their prowess in using magic. They have both the brainpower and the mana needed to fire Water-type spells with incredible force. In addition, the snakes are defended with strong scales, and they are also extremely fast when moving. It''s as if someone went all-in when designing them to show that "snakes are the superior creature" or something among those lines. K-N''s comment: Detecting increasing levels of favorability in this race''s future. Garami''s comment: So there''s gonna be more crazy leather wallets!? Geez... Reptile: Glavras Ophigiganta
Name: Glavras Ophigiganta
Rank: D
Genus: Reptile (Snake)
Attribute: Water
Traits: Reptile (Aquatic), Serpent, False Monster (Glavras)
Description: This narrative has been unlawfully taken from Royal Road. If you see it on Amazon, please report it. A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: unknown. Probably to be used as some security measurement, or perhaps a failed prototype. Need more information to confirm the hypothesis. The Ophigiganta is an evolution of the Glavras Ophiaqya. After evolving, it takes on a more brutal combat style compared to the Ophiaqya, which is complemented by the Ophigiganta''s massive size. The lack of magic abilities is due to it saving the mana inside its body for future evolutions. Appearance: The Glavras Ophigiganta is a large snake monster that is big enough to carry a carriage around in its mouth. They have dark-marine scales that work as camouflage in dark areas. Abilities: Danger rank: D+ Rarity rank: ??? (false creation) The strength of the Glavras Ophigiganta lies in its ginormous size and stamina. It can survive most attacks due to its hard scales. In a team fight, the Ophigiganta will act as a shield for Glavras Ophiagyas to cast their water magic at the opponent. The Ophigiganta can also secret poison from its fangs, but that is normally not needed since most opponents will be squashed by the Ophigiganta''s size anyway. K-N''s comment: Target: the giant snake that acted as the boss of the 1st floor. Garami''s comment: Wow... Guess bigger is better. Kinda envious... Bird: Wisdom Raven
Name: Wisdom Raven
Rank: G+
Genus: Bird (Raven)
Attribute: ---
Traits: Avian Creature
Description: The tale has been taken without authorization; if you see it on Amazon, report the incident. The Wisdom Raven is a type of monster not that different from regular ravens. The only difference is their high intelligence and ability to understand humans which sets them from normal birds. The Wisdom Ravens have the habit of wanting to study, so they are often chosen as familiars for scholars and sages. Appearance: As mentioned before, the Wisdom Raven has practically the same appearance as a regular raven. The only difference is a silver mark on their head. The shape of the mark varies between the different individuals. Abilities: Danger rank: G- Rarity rank: C+ The Wisdom Raven has close to zilch battle prowess. At most, they can peck on people while escaping to the sky. They do have intelligence rivaling that of a humanoid being, but that''s all. Garami''s comment: Meaning you''re useless in battle! Gust''s comment: I''m the desk worker-type, you battle maniac!! K-N''s comment: Owner Garami has taken extreme amounts of emotional damage. Beast: Mutated Mega-Rat
Name: Mutated Mega-Rat
Rank: D-
Genus: Rodent (Rat)
Attribute: Poison, Stench
Traits: Rat, Mutated Monster
Description: Mutated Mega-Rats. One of the highest possible evolution for rat species such as the Greycave Rat, Bluesewer Rat, and/or the Greenwood Rat. As long as they do not obtain some special evolution requirements somehow. Unauthorized use of content: if you find this story on Amazon, report the violation. The Mega-Rat is not that big of a threat on its own, but since it enhances the growth and birth rates of other rat monsters in its area, allowing it to roam freely can lead to an overpopulation of rats, which again can lead to famine and disease faster than adventurers when there''s an easy and well-paying job at the quest board. Appearance: Mutated Mega-Rats are extremely large rats (coming from one of their pre-evolutions being the Giant Rat), so large that they can become bigger than a horse-driven carriage. They also possess multiple tails, eyes, and even mouths (due to the other one of the pre-evolutions being the Mutant Rat). Their fur is surprisingly clean, and leather products made from this rodent are extremely valued by the low-ranked nobility. Abilities: Danger rank: D+ (C-) Rarity rank: C- Mutated Mega-Rats have extremely high durability and resistance. These boss-rats use their rat underlings and various poisons, diseases, and smells, to harass their opponents while they withstand the opponent''s attacks and wait for them to succumb to all the unspeakableness they are exposed to when fighting the Mega-Rat. Depending on the number of underlings, the Mega-Rat''s danger rank may increase. They are also a high threat to urban areas if they are allowed to breed uninhibited. Garami''s comment: What a dirty fighting style! Glad we have one less of those in the world. Gust''s comment: The one who used poison and slammed a chandelier into the head of someone has the right to call other people''s strategies "dirty"? Where is this world headed? Demon: Dark Gazer
Name: Dark Gazer
Rank: E-
Genus: Demon (Evil Eye Demon)
Attribute: Darkness
Traits: Lesser Demon, Evil Eyed
Description: If you discover this narrative on Amazon, be aware that it has been stolen. Please report the violation. An aggressive demon of the Darkness attribute. They have the bizarre appearance of a floating eyeball that makes people feel instinctively disgusted. These creatures will gladly attack people that get too close to its lair, so stay clear. Appearance: The Dark Gazer looks extremely similar to the original Gazer. It is a huge, floating eyeball covered in black skin. In addition, it has two giant bat wings spreading out from its "back", and it has various tentacles as its "feet". Abilities: Danger rank: E- Rarity rank: D The Dark Gazer commands more variants of the Magic Eye skills than the Gazer, so it can be incredibly difficult to predict what it can do when you meet one for the first time. Staying clear of its eyesight is the best strategy against it. In addition, its wings and the new [Flight] skill grant the Dark Gazer much more moveability compared to its time as a Gazer. Its tentacles are also stronger than one could expect. Garami''s comment: Not getting the tentacles is a big loss for me. If it just was a humanoid, I''d be more for choosing this race... Gust''s comment: Huh!? Because of the tentacles?! ...girl, you got issues. Demon: Demonic Cheetah
Name: Demonic Cheetah
Rank: E
Genus: Demon (Bestial Demon)
Attribute: ---
Traits: Lesser Demon, Feline
Description: Stolen novel; please report. A demon with an appearance similar to a cheetah. A feline demon that is well-known due to its incredible speed. It is an incredibly rare species that is not often seen and is considered an endangered species. Therefore, they are considered a "target for protection" by several groups who think monsters need "protection". Appearance: The Demonic Cheetah has an appearance extremely similar to a normal cheetah. The difference is that the Demonic Cheetah has dark-purple fur with dark-yellow spots, black claws, and sharp teeth like a saber tiger. Abilities: Danger rank: E- Rarity rank: C- The strongest trait of the Demonic Cheetah is, obviously, its speed. It can run faster than a carriage and has the stamina to cross the wildlands within a day. Its claws are demonic and therefore deal more damage the more MP is invested in the attack. The weakness of the Demonic Cheetah is that, outside its speed, it is not a formidable opponent. If it''s placed in an area that is too small for it to run at full speed, it will have nothing left to its name. That in turn shows the Demonic Cheetah''s intelligence and cunning, as it makes sure to always stay in open areas if possible. Gust''s comment: Wow! This thing''s pretty cool! Er, for a cat, I mean. Garami''s comment: Except for the part that it''s practically useless in a cave-type Dungeon like this place. *Sigh*... Demon: Reha Agragorg
Name: Reha Agragorg
Rank: E
Genus: Demon (Spider Demon)
Attribute: ---
Traits: Lesser Demon, Arachnid
Description: Stolen from Royal Road, this story should be reported if encountered on Amazon. The Reha Agragorg. A humanoid demon with the appearance of a spider. It has access to many different kinds of weapons that it wields with its six arms. They are considered a war species, so they often take jobs as mercenaries or guards. Appearance: A Reha Agragorg is a humanoid with eight limbs and an exoskeleton that covers its whole body, just like a spider. They got six arms and two legs, and the exoskeleton covers their whole body. Their face is spider-ish in appearance, but they only possess 1 pair of eyes. They generally have a big bodybuild, and their exoskeleton is generally black-to-brown in color. Abilities: Danger rank: E+ Rarity rank: D A normal Reha Agragorg will be superior in armed combat against a normal human. This is due to the Reha Agragorg''s exoskeleton acting as a solid armor, their six limbs are nimble enough to handle most, if not all, kinds of weaponry, and they are simply strong physically. Finally, they can improvise any weaponry thanks to their ability to harden their webs and make any primitive weapon on the spot. However, their weakness is that the Reha Agragorps have a low aptitude for magic, so they rely even more on a "physical approach" than most demons. Garami''s comment: Hmm, a hard pass. I like my webs soft. Gust''s comment: You''re looking for bedding materials!? Demon: Reha Phraga
Name: Reha Phraga
Rank: E+
Genus: Demon (Spider Demon)
Attribute: Darkness, Poison
Traits: Lesser Demon, Arachnid
Description: If you discover this narrative on Amazon, be aware that it has been stolen. Please report the violation. The Reha Phraga is a spider-type demon that lives in dark caves and jungles. They use skills that seem like the moves of a well-honed assassin to hunt and take out their prey. They are extremely dangerous for normal humans, but the territory of the Phraga is easily recognizable from the black webs they spin. Just get the hell out of there if you ever see one. Appearance: Reha Phragas is a type of spider the size of large-breed dogs, but their head looks more like that of an ant, with a neck and all. They have black bodies with random purple stripes. All their limbs end in four-clawed feet that can be used to pick up items or manipulate them to the same degree as what a normal human can do with their hands. Abilities: Danger rank: E+ Rarity rank: D+ Reha Phragas are extremely stealthy creatures that stay clear of obvious dangers. They are experts in laying traps (webs), stalking their prey (to douse them in poison), using magic (to curse their target), and much more (which should not be written in words that children may come across over). The sole weakness of these natural assassins is...they are still only E-rank demons. Due to this, they have yet to develop extremely deadly skills. At the current stage, they are simply very deadly. In addition, this species is weak in one-on-one combat without any tricks. Garami''s comment: They weave black webs!? Damn, why couldn''t I take this one!? Gust''s comment: Okay, it''s decided. This idiot is a prime edgelord. Demon: Stygian Executioner
Name: Stygian Executioner
Rank: E+
Genus: Demon (Humanoid Demon)
Attribute: Darkness
Traits: Lesser Demon, Evil Eyed
Description: Stygian Executioners. The born hitmen. The shadow of the demonic world. The killers without hearts. Many such names are given to these Executioners, a sub-species of the ill-famous Stygian Tricksters, a race known for tricking people into misfortune. The story has been illicitly taken; should you find it on Amazon, report the infringement. The Executioners, however, "ends" misfortune, along with everything else. They are killing specialists, having vast amounts of methods related to killing a target. Rumors in demon-populated cities are that the Executioners are demons who have been trained in assassination techniques since birth. Appearance: Stygian Executioners have quite dull appearances despite their infamous reputation. They are extremely close to humans in appearance, except for a pair of demonic horns, a tail, and black scleras. Another note is that all of them have well-trained bodies, even if they are living an uneventful life and without participating in combat or sports or whatever. The women also tend to have a natural allure to them. They also have strange markings on their faces that reveal them as Stygian Executioners. The pattern of these markings is random. Abilities: Danger rank: E+++ Rarity rank: C- Stygian Executioners have many different (and nasty) abilities that justify the horrifying rumors around them. These include mastery of many different types of weapons, a natural affinity for the Darkness attribute that allows the Executioners to harm and hide from their targets, Magic Eyes that will eventually grow into Evil Eye-type skills, and much more. Despite all this, Stygian Executioners are, in the end, just fancy hitmen. They are not well-versed in how to defend themselves outside of preventing being hit at all, they have problems with opponents that can nullify the surprise attacks of the Executioners, and since they rely on skills and tricks to weaken most of their targets, opponents with such a high defense that they cannot be weakened is yet another problem the Executioners stand before. Gust''s comment: No, guys with that kind of defense have to be at least two racial ranks higher than an E-rank if they''re going to be that solid... Garami''s comment: Y-yeah! Of course! You need to be a complete idiot to believe otherwise! (...was I wrong for imagining that someone would have a defense as broken as my speed?) Warrior-line Class: Swordsman
Class: Swordsman
Class-line: Warrior
Tier: Intermediate
Requirement conditions:
  • STR: 150+
  • VIT: 120+
  • Skill: [Sword Proficiency]
Stats:
SP+ STR+ VIT+ MAG-
RES-
Class Traits:
  • Positive correction to sword-related skills and battle arts that uses a sword.
  • Unlocks swordsmanship-related skills.
Description: Swordsman and its unique variants are one of the most common Warrior-line classes that one can find. This class belongs to the Path of Weapons and is considered to be one of the easiest classes for a Warrior to obtain. One requires the [Sword Proficiency] skill and having the experience of having used a sword-type weapon for quite some time. The class grants battle arts that make use of a sword, but it also grants enhanced durability that allows them to easily incorporate a shield into their strategy. The class also encourages the usage of armor to protect the Swordsman, which makes this class quite compatible with Path of Armor-type classes. As mentioned before, there are various variants of the Swordsman class at the Intermediate-tier, with this class being a "defensive" sword-using class. The other classes are the "Breaker Swordsman" class which focuses on raw power, the "Magus Swordsman" class which is a Warrior/Magician hybrid class, and the "Fencer" class which uses grace and speed to win their fights. Stolen novel; please report. Unlocked skills:
Unlocks from having Swordsman as the Main Class: [Element Blade Lv.1] Unlocks at Lv.1: [Sword Arts Lv.1]
Unlocks at Lv.1: [Steady Grip Lv.1] Unlocks at Lv.10: [Guard Lv.1]
Unlocks at Lv.20: [Parry Lv.1] Unlocks at Lv.30: [Cutting Reinforcement Lv.1]
Unlocks at Lv.40: [Energy Warfare Lv.1] Unlocks at Lv.50: [Sword Stance Lv.1]
  • [Element Blade]: A skill that grants any sword the Swordsman has equipped an attribute-based enhancement based on what Element-type skills they possess. Only 1 attribute can be used to enhance the sword.
  • [Sword Arts]: A skill that grants access to sword-related Combat Arts.
  • [Steady Grip]: A passive skill that makes it more difficult in dropping one''s equipped weapon.
  • [Guard]: A skill that grants access to defensive battle arts that centers around guarding attack.
  • [Parry]: A skill that grants access to defensive battle arts that focus on parrying attacks.
  • [Cutting Reinforcement]: A passive skill that improves the damage the Swordsman inflicts through cutting-type attacks.
  • [Energy Warfare]: An active skill that enhances the Swordsman stats by continuously consuming SP.
  • [Sword 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.
Garami''s comment: Yup, this is the most unoriginal class a Migrant can take. Gust''s comment: Really? Migrants must love their swords. Mage-line Class: Fire Mage
Class: Fire Mage
Class-line: Mage
Tier: Intermediate
Requirement conditions:
  • MAG: 150+
  • RES: 150+
  • Skill: [Fire Magic]
Stats:
MP+ MAG+ RES+ VIT-
SPD-
Class Traits:
  • Positive correction to magic skills of the Fire attribute.
  • Unlocks collection-type magic skills of the Fire attribute.
Description: The Fire Mage is one of the magician-line classes from the Book of Worlds. It is a class that heavily focuses on improving the magic skill [Fire Magic]. The skill is also one of the requirements to obtain this class. Fire Magic is one of the most offensive and dangerous forms of magic, so spells of this attribute are more focused on firepower than the other variants of spells. The Fire Mage class provides various supports for these spells, plus adding new abilities that could be taken from the other Books of Magic. They are all Fire-themed though. To obtain new spells outside those provided by the [Fire Magic] skill (1 every 5th level, plus 1 from the beginning), the Fire Mage can study magic spells to enhance the spells they already have or learn new ones. They can also do this process by clearing specific requirements. Unlocked skills:
Unlocks from having Water Mage as the Main Class: [Fire Reinforcement Lv.1] Unlocks at Lv.1: [Magic Catalyst Lv.1]
Unlocks at Lv.1: [Detect Heat Lv.1] Unlocks at Lv.10: [Concentration Lv.1]
Unlocks at Lv.20: [Meditation Lv.1] Unlocks at Lv.30: [Language of Fire Lv.1]
Unlocks at Lv.40: [Fire Guardian Lv.1] Unlocks at Lv.50: [Fire Energy Lv.1]
  • [Fire Reinforcement]: A T1 passive skill that improves the abilities of Fire-type moves. It is normally obtained through the "Technique User"-type titles once one gains a higher-grade version of the title in question, but Fire Mage grants this skill early on to farm proficiency earlier than normal.
  • [Magic Catalyst]: A passive skill that allows one to make use of equipped Magic Catalysts, items that improve the usage of magic by performing the chanting portion of the spells when equipped to someone.
  • [Detect Heat]: A T1 skill that allows one to detect heat signals. Among the various skills of the "Element Mages", this skill is unique for the Fire-themed Mages.
  • [Concentration]: A T1 passive skill that improves one''s ability to concentrate on a subject.
  • [Meditation]: An active skill that assists one''s self-recovery abilities while in use. To keep this skill active, one needs to stay in place and not move.
  • [Language of Fire]: A passive skill that improves the usage of Fire-type magic spells. It also makes it easier to learn new spells from grimoires.
  • [Fire Guardian]: A magic skill that creates a token-being: "Fire Guardian". The creature will protect the Fire Mage from attacks. Its strength corresponds to its skill level.
  • [Fire Energy]: A magic skill that allows one to spend SP in addition to MP to further enhance the power of Fire-type magic spells.
Garami''s comment: Geh! I need the skill to use my ring!? Nooooo... Unauthorized reproduction: this story has been taken without approval. Report sightings. Gust''s comment: That''s why people save their AP for the really important stuff. And you have lots of that anyway, both skills and AP, so don''t complain! Garami''s comment: ...now I want this class. To make a chicken BBQ for dinner. Gust''s comment: *Flees like the wind*. Crafter-line class: Crafter
Class: Crafter
Class-line: Crafter
Tier: Beginner
Altered Stats:
DEX+
Class traits:
  • Positive correction to the creation of items.
  • Unlocks crafting-type skills.
Description: One of the four Beginner-tier classes that are randomly granted when someone is born on Terra Sol. The Crafter class is the starting point for the people who want to make money while creating items. While Crafter should be a class that gives the basic abilities of a crafter, since the genre of "crafting" is so big, Crafter can ironically not provide any direct crafting skills. Also, since most Crafter-line classes of the intermediate-tier or higher, including their corresponding crafting skills, requires to complete a quest to be obtained, Crafters are stuck as "trainees" until they "graduate" to the intermediate-tiers. Unlocked skills:
Unlocks from having Crafter as the Main Class: [Polishing Lv.1] Unlocks at Lv.1: [Dexterity Lv.1]
Unlocks at Lv.1: [Crafter''s Knowledge Lv.1] Unlocks at Lv.10: [Mana Lv.1]
Unlocks at Lv.20: [Stamina Lv.1] Unlocks at Lv.30: [Concentration Lv.1]
Unlocks at Lv.40: [Crafter''s Eye Lv.1] Unlocks at Lv.50: [Crafting Reinforcement Lv.1]
  • [Polishing]: A "crafting" skill that improves the quality of materials by giving them a good scrub before using them.
  • [Dexterity]: An ability skill that improves the user''s DEX stats. Nimble fingers are crucial for crafters.
  • [Crafter''s Knowledge]: A passive skill that grants the Crafter instinctive knowledge about how to make items.
  • [Mana]: An ability skill that improves the user''s MP stats. Some items require mana to be created.
  • [Stamina]: An ability skill improves the user''s SP stats. Stamina is often required when making larger items.
  • [Concentration]: A passive skill that grants positive correction when one is concentrating on something.
  • [Crafter''s Eye]: A perception skill that allows the Crafter to "see" the quality of materials and items better.
  • [Crafting Reinforcement]: A passive skill that grants a positive correction when creating items. The skill''s effect stacks on top of the class'' effect.
Gust''s comment: This must be the beginner class with the most random distribution of stat-improving skills. Did you know this story is from Royal Road? Read the official version for free and support the author. Garami''s comment: When the other three sorta cleared them out, then this guy''s got no other choice, I guess... Crafter-line class: Weaver
Class: Weaver
Class-line: Crafter
Tier: Intermediate
Requirement conditions:
  • Quest: "Weaving one''s first cloth".
Altered Stats:
DEX+
Class traits:
  • Unlocks skills related to weaving and tailoring.
  • Positive correction to the creation of clothing-type items.
Description: Weavers are a type of seamstress and one of the intermediate-tier Crafter-line classes. They create threads from various materials, use the thread they make to create fabric, then use the fabric again to make proper clothing items. Like with other Crafter-line classes, the Weaver class remembers any clothing-based items its user has created as "recipes" that the user can recover and recreate whenever they want to. Weavers do not perform flashy art, yet they can make some impressive and flashy works of art. Unlocked skills:
Unlocks from having Weaver as the Main Class: [Nimble Fingers Lv.1] Unlocks at Lv.1: [Weaving Lv.1]
Unlocks at Lv.1: [Create Thread Lv.1] Unlocks at Lv.10: [Tailoring Lv.1]
Unlocks at Lv.20: [Dyeing Lv.1] Unlocks at Lv.30: [Repair: Cloth Lv.1]
Unlocks at Lv.40: [Fast Creation: Cloth Lv.1] Unlocks at Lv.50: [Beautiful Creation: Cloth Lv.1]
  • [Nimble Fingers]: A passive skill that grants positive correction to the nimbleness of one''s hands. A common skill for Crafters and Thieves.
  • [Weaving]: A crafting skill that allows one to weave threads into fabrics.
  • [Create Thread]: A crafting skill that allows one to produce threads based on what materials one has on hand.
  • [Tailoring]: A crafting skill that produces clothing-based items by using fabrics as materials.
  • [Dyeing]: A crafting skill that can be used to alter the colors of threads and fabrics.
  • [Repair: Cloth]: A crafting skill that can be used on cloth-based materials or items to restore the target''s durability. A common type of skill to find among the various Crafter-line classes.
  • [Fast Creation: Cloth]: A crafting skill that speeds up the creation of cloth-based items without lowering the quality of the product.
  • [Beautiful Creation: Cloth]: A crafting skill that improves the quality rating of produced cloth-type items. Can be stacked with other skills such as [Crafting Reinforcement].
Garami''s comment: Ugh. Weaving takes too much effort than you''d wish for. Help support creative writers by finding and reading their stories on the original site. Gust''s comment: Says the demon who finished making a wardrobe for herself in a day. Scout-line Class: Demonic Rogue
Class: Demonic Rogue
Class-line: Scout
Tier: Intermediate
Requirement conditions:
  • Race: Demon-type race
  • Skill: 3 or more Demon-type skills.
  • Skill: Hiding-type skill, Tier-1 or higher.
  • Skill: [Ambush]
  • Karma Value: -100 or less.
Stats:
MP+ STR+ VIT-
Class traits:
  • Unlocks hiding-type skills and skills related to surprise attacks.
  • Unlocks demon-related skills.
  • Reduces the AP cost for skills related to hiding, surprise attacks, and certain demon-related skills.
  • Increases the damage inflicted to a target by the means of a surprise attack.
Description: Demonic Rogue is a "Teachings of Killing" Scout-line class that is restricted to only those of the demon races. The class is designed around the ordinary Rogue class and shares many similarities with it. Both classes focus on striking unsuspecting targets through ambushes, attacking weak spots, and other dirty tricks. The Demonic Rogue, however, relies more on the demonic nature of its user and is more aggressive compared to the original class. Unlocked skills:
Unlocks from having Demonic Rogue as the Main Class: [Demonic Mana Lv.1] Unlocks at Lv.1: [Dagger Proficiency Lv.1]
Unlocks at Lv.1: [Demon Claw Lv.1] Unlocks at Lv.10: [Demonic Disguise Lv.1]
Unlocks at Lv.20: [Detect Trap Lv.1] Unlocks at Lv.30: [Misdirection Lv.1]
Unlocks at Lv.40: [Rogue''s Assault Lv.1] Unlocks at Lv.50: [Killer''s Composure Lv.1]
  • [Demonic Mana]: A demon-limited monster skill that allows the Demonic Rogue to have +10 extra MP per skill level than normal in the form of an "extra stock".
  • [Dagger Proficiency]: A passive skill that allows the Demonic Rogue to equip daggers, the most common weapon of any Rogue, and gain their effects. The skill also allows the usage of Battle Arts with daggers.
  • [Demon Claw]: An attack-type skill that consumes MP. The demon releases a powerful slashing attack at a target. Can also be used with small blades.
  • [Demonic Disguise]: A passive skill that gives a positive correction to disguise the Demonic Rogue uses. It also comes with an active effect where the Demonic Rogue can pay MP to slightly alter their appearance, but only to the extent of changing one''s hair color, for example.
  • [Detect Trap]: A perception-type skill that warns the Demonic Rogue of potential traps. Any good Rogue, demonic or not, knows better than being caught by a dirty trap themselves.
  • [Misdirection]: A skill that allows the Demonic Rogue to consume MP to slightly disturb the aim of an enemy.
  • [Rogue''s Assault]: An attack skill that the Demonic Rogue can only use if they are completely hidden from their enemy. They charge at their target with an impressive increase in their stats for a low SP cost.
  • [Killer''s Composure]: A passive skill that prevents mental distress when killing. Also grants a small MP-recovery when killing a target.
Garami''s comment: Why did I never get to know about "stacking" skills!? I''m so getting them when I have the AP for them. The tale has been taken without authorization; if you see it on Amazon, report the incident. Gust''s comment: This demon... And she''s already aiming for the HP and SP skills too. Is she going to be fine with all those skills? She won''t explode, right? Perception Skills: [Gamemaster]
Skill: Gamemaster
Skill Type: Perception Skill
Tier: 2
Attribute: Order
Effect:
  • Can connect to any other perception-type skills and/or Ex-rarity or higher items registered to the user with similar effects.
  • Improves information-gathering powers obtained by the connected skills/items.
  • Grants a token-like avatar that assists the skill user with processing the obtained information.
  • Allows access to information stored in the World System.
Description: This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there. [Gamemaster]. One of the 12 "Champion skills" that are only provided to the 12 Champions of the Ultimate Gods. This skill is especially unique as it is the only Order-type skill in the entire World System. This skill, only given to the Champion of Order, or any of the other Champions with access to the Blessing: [Proof of Order], greatly increases the Champion''s information gathering and processing powers. [Gamemaster] can connect to any skill related to obtaining information and assist the Champion by filtering, sorting, and enhancing any kind of information obtained into a user-friendly form. In addition, the [Gamemaster] skill can also create a single, non-combative avatar to assist the Champion in the form of a friendly ally. The appearance of the avatar can be customized by the skill user, except for its size. It has to be the size of a normal fairy-type creature. Finally, the skill allows the Champion (or the avatar of the skill) to access the World System to obtain information recorded there. However, what sort of data the skill user is allowed to read depends on the skill level and the Champion''s general relationship with the World System administrators. Chaos'' comment: Yup, only sis would be the goddess to make a skill that''s going to help gather info and cure her loner status at the same time. Order''s comment: Chaos~? Do you want to be grounded from reading your fantasy novels? Again? Reptile: Glavras Duortoise
Name: Glavras Duortoise
Rank: D+
Genus: Reptile (Turtle)
Attribute: Water
Traits: Reptile (Aquatic), Multi-Headed, False Monster (Glavras)
Description: A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. If you encounter this tale on Amazon, note that it''s taken without the author''s consent. Report it.Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: Defense and stealth. The strongest guardians of the Water-Knot of Glavras, with shells almost impenetrable to any attacks. This beast is twice as big, twice as smart, twice as nasty, and more than twice as dangerous as its previous evolution. Not to mention having twice as many heads. Just ''caution'' won''t help against this walking fortress. Appearance: Like its previous evolution, the Glavras Duortoise is a massive tortoise monster with a body of varying marine colors. They have two serpentine heads and necks, making them appear similar to a lesser-ranked Hydra monster. Abilities: Danger rank: D+ Rarity rank: ??? (false creation) The Glavras Duortoise has everything that makes the Glavras Bunkurtle a pain in the ass. High defense, powerful jaws, pursuit-type skills to catch up with prey despite its lunky shape, you name it. And all of that is doubled compared to the Bunkurtle. Including the mentioned abilities, the Duortoise''s self-recovery skills are in a league of their own. It can grow a new limb in less than an hour even without the help of any skills it may have. They also have access to Counter-type skills that enhances the power and speed of their attacks after being dealt damage, so the Duortoise only needs to tank hit after hit until it is ''charged up'' enough to take out the enemy in one swipe. The best way to defeat this beast is to not give it a chance to fight back. Chaos'' comment: What a cheater! They got everything! I want them to join my team. Order''s comment: Be happy that you can at least sneak-read about them with the Champion girl''s notebook, now that we have it...Alvatria just billed us for using her Champion''s possession for our entertainment. Chaos'' comment: But that''s something she does 24/7!! Arachnid: Glavras General Aquarect
Name: Glavras General Aquarect
Rank: D
Genus: Arachnid (Spider)
Attribute: Water
Traits: Arachnid, False Monster (Glavras)
Description: Stolen from Royal Road, this story should be reported if encountered on Amazon. A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: commanding lower-ranked monsters in battle. A spider monster that was first seen in the Dungeon: "The Water-Knot of Glavras". It leads a troop of Glavras Aquarect to defend the Dungeon, acting as sergeants and generals depending on their ranks. They are also seen commanding other monsters of equal or lower racial rank in the Dungeon, and they only take commands from their higher-ranked brethren. Appearance: The Glavras General Aquarect is a spider one size bigger than the regular Aquarect, with a small trunk in dark marine colors and dark blue legs. Abilities: Danger Rank: E+ (D+ if it has a squad to command) Rarity Rank: ??? (false creation) The General Aquarect is capable of everything the normal Aquarect can do, including water blasts and swarm tactics. They are also capable of generating medicines and/or poison, depending on the individual. Their real strength comes from their leadership of the Aquarect swarms, which will drastically increase their Danger Rank, all depending on the size of the swarm the General is leading. Chaos'' comment: WHAT!? They only sit around and give orders? That''s just like Alvatria! But these guys are even lazier! Order''s comment: That last bit seemed to have helped. Alvatria gave us a discount on the bill this time around. Chaos'' comment: I hope for lil'' Champion girl''s sake that these guys are as easy suckers like Alvatria is... Reptile: Glavras Ophagus
Name: Glavras Ophagus
Rank: C+
Genus: Reptile (Snake/Demi-Dragon)
Attribute: Water
Traits: Reptile (Aquatic), Serpent, Pseudo-Dragon (Water), False Monster (Glavras)
Description: Stolen content warning: this content belongs on Royal Road. Report any occurrences. A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: intelligence and administration. The Glavras Ophagus is a Demi-dragon that is quite wise and can speak the languages of the humanoids fluently without the need for any skills. More impressive is its mastery of Water attribute magic spells. While a monster, the Glavras Ophagus is a civilized monster that will only kill if necessary, or if provoked to a serious level. It will likely flee from a stronger enemy. Its sense of loyalty toward the Dungeon is quite low. Appearance: The Glavras Ophagus is smaller than its pre-evolved stage, the Glavras Ophigiganta, with an average length of 55 meters. Its marine scales have a line of gold at the tips, resulting in a more regal appearance than both of this snake''s pre-evolved stages. Abilities: Danger rank: C- Rarity rank: ??? (false creation) The Glavras Ophagus is an inborn master of Water-aligned magic. It has also inherited some of its sturdiness from when it was a Glavras Ophigiganta. This makes the Ophagus a living magic tank, capable of taking any hits while using its magic to counterattack. However, just like a real tank, the Ophagus cannot move that fast. It also has problems with acrobatic movements. On the other hand, it is wise enough to operate a wide array of items. Gust''s comment: Guess the guy we saw was someone who further specialized in illusion-based magic. Garami''s comment: Poor guy. I can feel his pain. When I got too much homework, I also wanted to disappear. Arachnid: Glavras Queen Aquarect
Name: Glavras Queen Aquarect
Rank: C-
Genus: Arachnid (Spider)
Attribute: Water
Traits: Arachnid, Royal Monster, False Monster (Glavras)
Description: Royal Road is the home of this novel. Visit there to read the original and support the author. A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: breeding. The Queen Aquarect is a spider monster that acts as the primogenitor for the Aquarect species in the "Water-Knot of Glavras" Dungeon. It functions like an ant queen, birthing worker-spiders that do all its work for her who is incapable of moving due to her size. Appearance: The Glavras Queen Aquarect has the appearance of a tar-black General Aquarect, save for her abdomen, which is bigger than a two-story house. The abdomen lacks an exoskeleton, revealing the red flesh of the spider. Abilities: Danger rank: D (C+ when working as a queen) Rarity rank: ??? (false creation) The Queen herself lacks in almost any form of battle abilities, mostly due to its disproportionate size. Due to that, the Queen has no other choice but to birth warriors to cover for her and hunt food for her. On the other hand, the Queen is solid as a fortress and owns several skills to recover from any damage it takes. As the Queen herself cannot move, the army of Aquarects determined the Danger Rank of the Queen. Garami''s comment: Seriously, being lazy is no excuse to not provide more EXP!! Avatar of [Gamemaster]''s comment: I feel like Master is the one who has the qualities to be the laziest person on Terra Sol if you were given the chance. Garami''s comment: Please, don''t compliment me so much~~. Dinosaurs: Glavras Rexus
Name: Glavras Rexus
Rank: C-
Type: Dinosaur (Veliociraptor)
Attribute: Water
Traits: Dinosaur (Giant), False Monster (Glavras)
Description: Unauthorized duplication: this tale has been taken without consent. Report sightings. A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: defense of the 7th floor. The Glavras Rexus is the tyrant of the "Water-Knot of Glavras" Dungeon. Unlike its previous evolutions, this creature is a lone wolf that does not take pleasure in the company of others. Instead, it forces its will on the Glavras Slipraus and Regaliraus by threats and shows of strengths. Appearance: The Glavras Rexus has the appearance of a Tyrannosaurus Rex. The sole difference is that the Rexus has marine-colored scales. Abilities: Danger rank: C- Rarity rank: ??? (false creation) The Glavras Rexus has an incredible physical attack power. A single swipe with its tail is enough to crush bolder into dust. It may not be as fast as it was before evolution, but it can still catch up to a regular human with ease. While not noticeable at first, the Glavras Rexus has incredible stamina and endurance, mostly due to having experienced the recoil from its massive strength. Another surprising fact about it is that it can crush even steel with its powerful jaws. The strongest weapon of the Glavras Rexus is its fangs and jaws. It is also the most durable part of the Rexus. Even an explosion cannot hurt a Glavras Rexus'' jaw. Garami''s comment: Guess being able to withstand an explosion is the same as being able to use explosions. Avatar of [Gamemaster]''s comment: Resistance skills and element skills goes hand in hand after all~~. Reptile: Glavras Ophiregina
Name: Glavras Ophiregina
Rank: B
Genus: Reptile (Snake/Demi-Dragon)
Attribute: Water
Traits: Reptile (Aquatic), Serpent, Pseudo-Dragon (Water), False Monster (Glavras)
Description: Stolen novel; please report. A false creation. Probably constructed by altering the biogenic code of creatures already registered in the World System. Most likely through siphoning the powers from the Genesis God. Created by the "Snake of the Velantas Lake", Glavras. Reason for creation: The Dungeon''s final defense line. The Ophiregina values wisdom and knowledge just as much as the Glavras Ophagus, its previous evolved form, but they have turned into a musclehead due to their newfound power, trying to solve their problems with force rather than wits. Even so, the Ophiregina has a calm personality, but angering it will result in proving the saying of "letting sleeping dragon sleep, or else." In the Water-Knot of Glavras, this beast is stuck on the 9th floor with strict orders not to move from there by the Dungeon Ruler, Glavras. Appearance: The Glavras Ophiregina is of a similar size to the Glavras Ophigiganta, if not bigger, and has blue-colored scales that have a line of gold on the tips, and an aqua-blue hood that''s always up. Abilities: Danger rank: B- Rarity rank: ??? (false creation) The Glavras Ophiregina may be slow for its species, but its big size allows it to tank more attacks than one would believe. It also has great proficiency with magic, and it also has access to other types of long-range skills, like its Dragon Breath-type skills. In all, it is strong in every possible aspect, maybe except for speed. Garami''s comment: Okay, I DEFINITELY don''t wanna face this thing!! Avatar of [Gamemaster]''s comment: Luckily, B-rank creatures and above have their numbers regulated by the World System~. Not that these creatures ever followed the System''s orders... Dragon: Pure Lake Dragon
Name: Pure Lake Dragon
Rank: C+
Genus: Dragon (Snake/Demi-Dragon)
Attribute: Water, Purification
Traits: Pseudo-Dragon (Water), Reptile (Aquatic), Serpent, Lake Creature
Description: If you come across this story on Amazon, it''s taken without permission from the author. Report it. The Pure Lake Dragon is said to have evolved from serpent species that have lived more than 100 years in a large body of still water, like a lake. Therefore it is theoretically also possible for snakes that live in perfectly normal ponds, albeit ponds of incredibly pure water, to evolve into a Pure Lake Dragon. These creatures are pure creatures to a fault, leading to dramatic differences between each individual. A gentle Pure Lake Dragon will never hurt anything, not even a fly, but a prideful one will kill anyone that it defines as an enemy, nor will they accept anything stronger than itself. Appearance: The Pure Lake Dragon has the appearance of a serpentine dragon without limbs and light-blue scales. On its head is a crown made from the dragon''s horns, decorated with one or more blue gems. The shape of the crown varies between different individuals. The amount of gems is said to represent the dragon''s mental alignment. The more gems on the crown, the more merciful the dragon, and vice versa. Abilities: Danger rank: C Rarity rank: S- The Pure Lake Dragon is by no means any slouch. They are strong in both a physical fight and with magic, but their true worth lies in their power of purification. A single Pure Lake Dragon is enough to clean a small swamp into clear water. Garami''s comment: This is Glavras!? ...somehow, I am convinced. Avatar of [Gamemaster]''s comment: A normal frog in a small pond..., rather, a huge snake in an underground lake! Active Skills: [Aura of Darkness]
Skill: Aura of Darkness
Skill Type: Active Skill
Tier: 2
Attribute: Darkness
Effect:
  • Creates an aura around the user and their equipment by consuming MP.
  • The aura inflicts passive Darkness damage to any enemies that try to touch it.
  • Random status ailments and a decrease in stats/durability are inflicted on any enemy that tries to touch the aura.
  • Status ailments include "Weakness", "Blindness", and status ailments infected by any other skills in possession.
Description: Reading on Amazon or a pirate site? This novel is from Royal Road. Support the author by reading it there. [Aura of Darkness]. One of the 12 "Champion skills" that are only provided to the 12 Champions of the Ultimate Gods. This is the skill given only to the Champion of Darkness, or any of the other Champions with access to the Blessing: [Proof of Alvatria]. Thanks to it, the Champion(s) can now greatly expand their abilities to spread diseases and status ailments. As expected of the skill granted by the vilest of the Ultimate Gods, the [Aura of Darkness] is more centered on its ability to infect people with ailments and lower the durability of their equipment compared to its ability to quickly defeat enemies. It can almost be seen as a skill tailored to defeat well-armed heroes. Alvatria''s comment: I hope that an extremely vicious monster manages to obtain this skill~. Chaos'' comment: And I hope for the love of Terra Sol that never happens... Currency: Sol Sol. The main currency used on Terra Sol. It is possible to use on any continent, and all monetary rewards from system-generated quests will be paid in sols. The sol coins are circular with a hole in the middle that allows one to thread a string through so they are easier to carry. Even the largest type of coin can easily fit in one''s palm. There exist various types of sol with different values. The most common ones are based on their materials:
  • Bronze, which is worth 1 sol.
  • Silver, which is worth 100 sol.
  • Gold, which is worth 10.000 sol.
In addition, these coins can be of different size that denotes different values: If you discover this tale on Amazon, be aware that it has been stolen. Please report the violation.
  • Quarter coin. It is 1/4 times the value of the original coin (a silver quarter is equal to 25 sol)
  • Half coin. It is 1/2 times the value of the original coin (a silver half is equal to 50 sol)
  • Large coin. It is twice the value of the original coin (a large silver is equal to 1.000 sol)
There are no quarter bronzes or half bronzes. Coins of much greater value than even the large gold are also in distribution, but these are so valuable that they are only used for transactions between large merchant companies or countries. There also exist various other currencies on Terra Sol, but those are more of a local variant of sols. The latter is still accepted globally, yet that does not prevent the local currents from being used. Garami''s comment: Money trouble is guaranteed in any world, it seems. Avatar of [Gamemaster]''s comment: Yes~. Like how a certain someone would empty a whole, ancient treasury due to her gold fever~. Garami''s comment: Hahaha. Who would do something that unhonorable? Extra Skill: [Demon Lord]
Skill: Demon Lord
Skill Type: Extra Skill
Tier: Ex
Attribute: ---
Effect:
  • For each skill level, 100 points are added to all stats except LP.
  • Increases resistance towards all attributes except Light, Holy, and Purification.
  • Decreases LP costs to recruit other people into one''s groups by [Target''s negative Karma Value / 10].
    • The cost cannot go below 5 LP.
    • This effect stacks for every skill level.
Description: Stolen from its original source, this story is not meant to be on Amazon; report any sightings. [Demon Lord]. It is one of the three "Karma Role" Extra Skills, a set of Extra Skills that are automatically obtained without needing a trial as opposed to all other Extra Skills. These are only obtainable by owning one of the three "true karma" titles. In this skill''s case, one needs to have the [True Chaos] title. In addition to needing this title, the skill owner also has to perform exceptional deeds, such as winning wars, defeating extremely strong enemies, or other feats worthy of being crowned "the strongest of them all". For people with [True Chaos], deeds that are underhanded, dirty, or maybe outright evil, will give extra "proficiency" needed to obtain this Extra Skill. One can still get the skill by fighting fair and square, but it will take much longer to achieve enough "proficiency" to unlock this Extra Skill. The effect of [Demon Lord] grants 100 extra points to all stats (except for LP), so at the skill''s highest level, Lv.10, [Demon Lord] grants a total of 1.000 points to all affected stats! In addition, the user''s resistance to non-Light, Holy, and Purification attributes goes up according to skill level. Finally, the [Demon Lord] will have it easier to recruit people with lower Karma Values into groups constructed through Leadership-type skills. Also, since owners of [Demon Lord] skills are most likely to be real crooks without tears or compassion, it is safe to go for the "shoot first, ask questions later" approach. Garami''s comment: Oh, come on! I''m not that bad! I just stole the kill of a Disaster! Among other stuff! Avatar of [Gamemaster]''s comment: The sheer scope of battling a Disaster must have been enough to grant the skill, I think. Garami''s comment: .........dammit! I can''t deny it! Arachnid: Kodokumo Emperor
Name: Kodokumo Emperor
Rank: C+
Genus: Arachnid (Spider)
Attribute: Poison, Curse
Traits: Arachnid, Cursed Urn, Insect Lord
Description: The Kodokumo Emperor (Empress in case it is a female) is a high-ranking spider creature that governs poisons and curses. This creature is one of the evolutions of the Kodokumo lines, and a rare one at that. It requires having obtained the special "Cursed Urn" trait, a trait only obtained by killing and devouring tons of poisonous creatures. Another requirement is for the Kodokumo to have the [Cursed Poison Technique Master] title, a combination title that requires two other titles: [Poison Technique Master] and [Curse Technique Master]. A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation. Its ominous appearance and abilities have made many adventurers believe it is a creature that has crawled up from hell. True or not, its abilities and enmity towards any non-Kodokumo creatures are positively hellish. The subjugation of this creature is required as soon as it is discovered. Appearance: The Kodokumo Emperor is a gigantic spider with many eye-like spheres on its body. None of these eyes can see anything. Other than that, the Emperor has a jet-black body, except for white markings on its abdomen, the top of its head, and on each knee section of its eight legs. It also has three faces like an Ashura monster, each with a set of eight eyes. However, it is still blind as a bat! Abilities: Danger rank: B+ Rarity rank: A+ When faced against a Kodokumo Emperor, the first thing one must stay clear of is not its great size, but its threads. Threads spun by a Kodokumo Emperor are said to withstand even the force of a Lesser Dragon with ease. They can even resist the typical weaknesses of threads like fire or frost to great degrees. The threads are however difficult for normal people to work with, due to their too tough constitution. These threads also act as a replacement for the unusable eyes of the Emperor. Stepping on a thread is the same as giving a formal invitation to the Emperor that says "I''m here. Kill me!". An even worse aspect of the Kodokumo Emperor is its many status ailments. Curse, Poison, Paralyze, and Sleep are just the tip of the iceberg. These ailments are further enhanced with the Cursed Urn trait, and can even lead to instant death. Finally, as expected from someone with the Insect Lord trait, the Kodokumo Emperor can, despite any gender that the spider may have, can asexually birth new Kodokumo and control them through the [Control Kin] skill. A horde of newly birthed Kodokumo, led by an Emperor, can even eat out a whole city if not taken care of. Garami''s comment: Ah, yes. It really came from a nightmare... Avatar of [Gamemaster]''s comment: Not exactly...but who cares about the details, right? Crafter-line class: Alchemist
Class: Alchemist
Class-line: Crafter
Tier: Intermediate
Requirement conditions:
  • Quest: "The First Step Towards Alchemy".
  • MAG: 150+
  • DEX: 150+
Altered Stats:
MP+ DEX+ SP-
Class traits:
  • Unlocks skills related to alchemy
  • Positive correction to the creation of items through alchemy.
Description: Alchemists are an Artisan-line class that can alter one or more items into a new one through the usage of Alchemic Circles, a special crafting method limited to the Alchemist classes. An Alchemic Circle is used to merge 2 or more materials into a new item. One example could be to take a twig, a stone, and a feather to create an arrow. Or one could turn the twig into stone and add the feather as a decoration. The more advanced an Alchemist is, the greater the possibility the Circles unlock for the crafter. Using an Alchemic Circle requires one to have a high amount of MP, as this crafting process may run even an experienced magician dry in a blink. The more complex the alchemic process is, the more MP it consumes. In addition, it is quite easy to make a mistake during the alchemy process, which leads to either creating simple junk, or an explosion worthy of a mad scientist. Due to the fact mentioned above, the fact that created items through alchemy normally can only reach a quality of C, and that one cannot mass-produce a large number of items at the same time (as opposed to other Crafter classes), not many people see Alchemist with kind eyes. Unlocked skills:
Unlocks from having Alchemist as the Main Class: [Mana Auto-Recovery Lv.1] Unlocks at Lv.1: [Alchemy Lv.1]
Unlocks at Lv.1: [Synthesis Circle Lv.1] Unlocks at Lv.10: [Conversion Circle Lv.1]
Unlocks at Lv.20: [Mana Circle Lv.1] Unlocks at Lv.30: [Repairing Alchemic Circle Lv.1]
Unlocks at Lv.40: [Reinforced Alchemic Circle Lv.1] Unlocks at Lv.50: [Artistic Alchemic Circle Lv.1]
  • [Mana Auto-Recovery]: An ability skill that assists in recovering one''s MP automatically. It works better when one stays calm, but it is unable to be used while consuming MP.
  • [Alchemy]: A crafting skill that allows one to invoke the ability of an Alchemic Circle. Necessary to use the skills listed below.
  • [Synthesis Circle]: A crafting skill that makes use of an Alchemic Circle. Allows one to combine 2 or more materials into a new item. High-quality materials and high-difficulty recipes require more MP than normal.
  • [Conversion Circle]: A crafting skill that makes use of an Alchemic Circle. Allows one to obtain a lower-rank material by consuming a higher-rank one. Useful when one needs a specific type of material.
  • [Mana Circle]: A crafting skill that makes use of an Alchemic Circle. Allows one to feed mana into the materials to improve their quality.
  • [Reparing Alchemic Circle]: A crafting skill that makes use of an Alchemic Circle. Allows one to repair an item by using mana and materials.
  • [Reinforced Alchemic Circle]: A crafting skill that improves the ability to use Alchemic Circles, therefore reducing the odds of failing the alchemy process.
  • [Artistic Alchemic Circle]: A crafting skill that improves the quality of items created by Alchemic Circles. However, the created item cannot have a quality higher than at most C+, not without any other special means or upgrades to one''s ability as an Alchemist.
Bloom''s comment: NORMALLY, it''s supposed to be damn difficult in using these circles. Even the quest, which is more like a trial run before the real thing, is enough to make even an adult magician tear off his hair in frustration... Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings. Garami''s comment: Really? Am I a genius or something? ...I''m a genius with something that can only create average-quality items, and in a damn slow pace. Yay... Passive Skills: [Sword Proficiency]
Skill: Sword Proficiency
Skill Type: Passive Skill
Tier: 1
Attribute: ---
Effect:
  • Allows one to gain the effect of equipped sword-type equipment
  • Grants positive correction to the usage of sword-type equipment.
Description: You could be reading stolen content. Head to the original site for the genuine story. [Sword Proficiency] is one of the many passive skills that are known as the "Equipment Proficiency" skills. These skills allow the user to gain the special effects of the weapon or armor they have equipped. There are multiple different skills in this category, but they all work pretty much the same nevertheless. People can equip a sword without this skill, but doing so would prevent them from obtaining the special effects of the said sword, nor even gaining the increase in status that sword would give. While one could still use the sword as a weapon, it is many times better to also possess this skill. Especially since the skill also makes it easier to perform swordsmanship as well. [Sword Proficiency] can be used for any type of sword-type item, be it one-handed swords, two-handed swords, katanas, bastard swords, and more. When the skill evolves to tier 2, one can obtain skills that grant an increased bonus from the equipped weapon. There are several evolution paths, such as going for a blunt increase for all weapons of that category or specializing in a specific type of sword. However, even if one obtains a skill that is for katana-type weapons, the same skill will still allow the user to use other swords. The difference is that the other weapons would not be granted as high of an increase as what the katana would obtain. In addition, several classes, mostly those from the "Path of Weapon" Warrior line, also grant more unique skill evolutions. There would be no end if one tried to list up all the different variants that [Sword Proficiency] could evolve into, so that problem is up to the owners of those classes. Garami''s comment: How half-assed!! Wait, then could I get some "Assailant Sword" skill...? Bloom''s comment: Why are you asking about swords when you use scythes, daggers, and even whips? ...You know what, never mind. Those weapons would be even more terrifying if they were specialized. Special-line Class: Squire
Class: Squire
Class-line: Special
Tier: Intermediate
Requirement conditions:
  • Quest: [A Knight''s First Step]
Stats:
STR+ VIT+ MAG+ RES+
SPD+ DEX+
Class Traits:
  • None.
Description: Among the many Special Classes, the Squire is the oddest oddball of these odd classes. It brings no special effects, no skills through leveling up, and it MUST be set as the Main Class. The reason for this is because the Squire class'' only purpose is to grow into becoming a proper knight, as in obtaining a Knight-type class. Support the creativity of authors by visiting the original site for this novel and more. Knight-type classes grants access to rare and unique skills, which makes the wait for a "proper" main class all the more worth it. This extends to extreme defenses, strong offenses, and more. In addition, the Knight-type classes can master both magic and physical combat, all depending on how the knight in question develops themselves. The 5 "original" Knight-type classes are obtained by evolving Squire, with other (rarer, often connected to grand quests or Dungeons) variants becoming possible to be obtained after evolving Squire. The four originals are:
  • Knight, which is obtained by evolving only the Squire class while also possessing high stats. Knight is an all-around class, having high offensive, defensive, movement, and supportive abilities. Yet, it is a jack-of-all, master-of-none kind of class. Even so, it can be heads and shoulders above other classes of the same class tier.
  • Dark Knight, which is obtained by evolving the Squire class by merging it with an offensive-based class, high attack-related stats, and titles related to destruction. Needless to say, Dark Knight is an offensive-heavy class, which is among the top of the list over the "advance-tier classes with the highest damage output". The class can adapt to any kind of weaponry, magic, or martial arts, as long as the focus of these combat styles is offensive-related.
  • Holy Knight, which is obtained by evolving Squire by using a support-focused class as a component for the former''s evolution. Skills and titles related to support are also mandatory. This class is based on the benevolent knight who wishes to save the people. Be it support or healing, the Holy Knight does the work of a miracle worker, or even that of a saint.
  • Guardian Knight, obtained by evolving Squire by merging it with a defense-focused class. Defensive skills and high defensive stats are also required. As one would expect, this class focus on attracting the attention of enemies while using their defensive abilities to withstand any hit. They rely on their allies or counter-type skills to finish off the enemy.
  • Sky Knight, which is obtained by evolve-merge Squire with a movement-focused class. They also need high speed and dexterity to unlock this class evolution. Thanks to their ability to dash all around the battlefield, Sky Knights can work as messengers, guerilla troops, and much more. A face-to-face confrontation is not something they would agree on, nor do they have access to heavy armor and defense.
Garami''s comment: WHY ARE KNIGHTS SO OVER-SPECKED?! Bloom''s comment: It does make a poor rogue go green with envy. Warrior-line Class: Breaker Swordsman
Class: Breaker Swordsman
Class-line: Warrior
Tier: Intermediate
Requirement conditions:
  • STR: 150+
  • SPD: 120+
  • Skill: [Sword Proficiency]
  • Title: [Destroyer]
Stats:
HP+ SP+ STR+ MAG-
DEX-
Class Traits:
  • Positive correction to sword-related skills and combat arts that uses a sword. However, there is a focus on combat arts related to destruction.
  • Unlocks swordsmanship-related skills.
Description: Breaker Swordsman is a more offensive version of the traditional "Swordman" class. Or maybe a more "brutal" version is more correct to call it. Compared to the other swordsman classes, Breaker Swordsman relies more on destructive powers rather than proper swordsmanship to do the job right. Then again, if someone who is already talented with swordsmanship happened to obtain this class... An important aspect of Breaker Swordsman is its focus on item durability. In addition to the normal swordsman-related skills, this class also gains skills with a focus on lowering a target item''s durability. As a side-effect, one''s own weapon''s durability will be lowered due to the recoil of these skills, but that is also taken into account. Also, due to the [Destruction Reinforcement] skill, which increases the damage done to items, that is obtained from the [Destroyer] title (that also acts as one of the requirements to obtain this class), a Breaker Swordsman will experience having their weapon break on them more often than normal. This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere. Unlocked skills:
Unlocks from having Breaker Swordsman as the Main Class: [Element Blade Lv.1] Unlocks at Lv.1: [Sword Arts Lv.1]
Unlocks at Lv.1: [Crack Weapon Lv.1] Unlocks at Lv.10: [Weapon Breaker Lv.1]
Unlocks at Lv.20: [Armor Breaker Lv.1] Unlocks at Lv.30: [Cutting Reinforcement Lv.1]
Unlocks at Lv.40: [Energy Warfare Lv.1] Unlocks at Lv.50: [Sword Stance Lv.1]
  • [Element Blade]: A skill that grants any sword the Breaker Swordsman has equipped an attribute-based enhancement based on what Element-type skills they possess. Only 1 attribute can be used to enhance the sword.
  • [Sword Arts]: A skill that grants access to sword-related Combat Arts.
  • [Crack Weapon]: A passive skill that increases the attack power when using a weapon. The boost depends on how little durability remains on the said weapon. As a consequence of the increased power, the strain of the weapon will be greater, so it may break way sooner because of this skill.
  • [Weapon Breaker]: A skill that, when activated, grants a bonus to the damage inflicted on other weapons. Does not enhance the damage inflicted on creatures.
  • [Armor Breaker]: A skill that, when activated, grants a bonus to the damage inflicted on armor-type items. Like before, it only works on armor, but "bio-armors" such as exoskeletons also count.
  • [Cutting Reinforcement]: A passive skill that improves the damage the Breaker Swordsman inflicts through cutting-type attacks.
  • [Energy Warfare]: An active skill that enhances the Breaker Swordsman stats by continuously consuming SP.
  • [Sword 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.
Mira''s comment: The class also damages my own babies!? NOOOOOO!! Garami''s comment: You mean your own swords. And this is why I always double-check what skills and/or classes I take. Information is a human...looking fellow''s sole lifeline. Scout-line Class: Thief
Class: Thief
Class-line: Scout
Tier: Intermediate
Requirement conditions:
  • DEX: 150 +
  • Successfully having stolen 30 items without being noticed.
  • Karma Value: -30 or less.
Stats:
SPD+ DEX+
Class Traits:
  • Positive correction to thievery-based skills.
  • Unlocks stealing-related skills.
Description: Thieves. Those that steal the fruit of others'' living as their way of living. As the class''s name suggests, it is specialized in thievery, but in addition to that, they also have fast legs that allow them to run away in case they get busted while "working". The reason why the class is not given skills specialized in fleeing from the start is to reduce the probability of those who act like real thieves getting away from the arm of the law. Despite the negative image this class has, the Thieves that manage to keep themselves on the right side of the law are highly valued by adventurers. Due to their nimble fingers being perfect for disarming traps and unlocking treasure chests, it is said that one cannot hope to brave a Dungeon without a Thief in the party. Their quick legs also allow combat-unable Thieves to flee from the front line so that the vanguard can fight without having the Thieves in the way of their battles. Unlocked skills:
Unlocks from having Thief as the Main Class: [Identification Lv.1] Unlocks at Lv.1: [Steal Lv.1]
Unlocks at Lv.1: [Concealed Thievery Lv.1] Unlocks at Lv.10: [Lockpicking Lv.1]
Unlocks at Lv.20: [Nimble Feet Lv.1] Unlocks at Lv.30: [Disarm Trap Lv.1]
Unlocks at Lv.40: [Swift Legs Lv.1] Unlocks at Lv.50: [Thief''s Escape Lv.1]
  • [Identification]: A T2 perception skill that allows one to confirm information about a target
  • [Steal]: An active skill that takes a random item from a target. The chance of obtaining a good item is determined by the Thief''s luck.
  • [Concealed Thievery]: A passive skill that makes it difficult for others to notice the Thief while they''re doing thievery stuff.
  • [Lockpicking]: A passive skill that makes it easier to pick locks. The chance of successfully picking the lock depends on the Thief''s luck and their DEX stat.
  • [Nimble Feet]: A passive skill that makes it easier to walk around without making noise or tripping.
  • [Disarm Trap]: A passive skill that makes it easier to pick a trap apart without being busted.
  • [Swift Legs]: A passive skill that makes the user''s legs faster. Has great compatibility with the stamina-saving [Running] skill.
  • [Thief''s Escape]: An active skill that can be used when one''s actions are restricted, such as due to a sealing-type skill or just plain old ropes. Allows one to escape confinement. The chance of this skill succeeding depends on the Thief''s luck and their DEX stat.
Mira''s comment: The dashing thief-knight Mira is here to steal your heart~! Support the creativity of authors by visiting Royal Road for this novel and more. Garami''s comment: Why did a bad luck charm such as you pick a class that relies so much on luck? Mira''s comment: That''s the one thing you''re not supposed to ask people!! Mage-line Class: Spectermancer
Class: Spectermancer
Class-line: Mage
Tier: Intermediate
Requirement conditions:
  • MAG: 200 +
  • Cleared the quest: "Book of the Dead"
  • Karma Value: -50 or less
Stats:
MP+ MAG+ RES+ STR-
VIT-
Class Traits:
  • Positive correction to magic skills related to necromancy.
  • Unlocks necromancy- and undead-related skills.
Description: A Spectermancer is a rookie in the art of necromancy. Through their magic, they create artificial souls that inhabit the bodies of dead creatures and command them to do their bidding. They are classified as a hybrid between the Book of Creatures and the Book of Traditions. Creating a creature of the undead is difficult due to how one needs to convert corpses into "Necromancy Counters", which represents the amount of "materials" the Spectermancer has at hand. What undead they can create depends on these Necromancy Counters. Having their undead creatures destroyed will lead to a depletion of Necromancy Counters, which forces the Spectermancer to look for more corpses to convert. The three "Create Undead" skills that Spectermancer gives allow one to create different kinds of undead creatures depending on the specific skill''s category. All three skills do have restrictions, however. One of them is that the Spectermancer is restricted to one "evolution line" of undead for each skill. If they produce Skeleton Swordsmen with the [Create Undead: Skeleton] skill, they cannot start creating Skeleton Horses as well. Only 1 type of undead can be "registered" for summoning for each racial rank of the undead''s evolution line. Another weakness is that the summoned undead cannot be placed in groups made by Leadership skills such as [Party]. One needs to have specialized skills that allow one to form a group of created undead with oneself as the leader. If one does not possess such a skill at all, the "Create Undead" skills still allow one to summon a single undead, as long as one has enough LP to summon the creature in question. If you encounter this story on Amazon, note that it''s taken without permission from the author. Report it. Due to the dependency on Necromancy Counters, the (debatable) lack of freedom when it comes to what undead one can create, and that one requires enough LP for every undead summoned, the Spectermancer class is considered a troublesome class to master. Unlocked skills:
Unlocks from having Spectermancer as the Main Class: [Necromancy Reinforcement Lv.1] Unlocks at Lv.1: [Necromantic Rites Lv.1]
Unlocks at Lv.1: [Create Undead: Skeleton Lv.1] Unlocks at Lv.10: [Control Undead Lv.1]
Unlocks at Lv.20: [Create Undead: Zombie Lv.1] Unlocks at Lv.30: [Create Undead: Ghost Lv.1]
Unlocks at Lv.40: [Magic Catalyst Lv.1] Unlocks at Lv.50: [Language of Necromancy Lv.1]
  • [Necromancer Reinforcement]: A passive skill that reinforces necromancy by giving the undead created through necromancy a slight boost to their stats.
  • [Necromantic Rites]: A magic skill that allows one to covert corpses into a "Necromancy Counter" and stores them. Necessary for using the "Create Undead" skills. Recalling undead created by "Create Undead" skills will refund the Necromancy Counters used. The amount of Necromancy Counters one can store at one time depends on this skill''s level.
  • [Create Undead: Skeleton]: A magic skill that allows one to spend Necromancy Counters to create a Skeleton-type monster under one''s control.
  • [Control Undead]: A leadership skill that allows one to command multiple undead under one''s control. The highest number of undead one can cost at the same time (when ignoring the LP restrictions) is equal to this skill''s level.
  • [Create Undead: Zombie]: A magic skill that allows one to spend Necromancy Counters to create a Zombie-type monster under one''s control.
  • [Create Undead: Ghost]: A magic skill that allows one to spend Necromancy Counters to create a Ghost-type monster under one''s control.
  • [Magic Catalyst]: A passive skill that allows one to make use of equipped Magic Catalyst-type items.
  • [Language of Necromancy]: A passive skill that improves the usage of necromancy-related spells. It also makes it easier to learn new spells from grimoires. How one master this skill may affect how the Spectermancer class can evolve into an Advance-tier class.
Mira''s comment: The second-to-last skill...isn''t it sorta shabby? Garami''s comment: If one is allowed to create lots of undead right away, I''d be able to tolerate a little shabbiness. ...even if it feels a bit last-minute. Beast: Pigasus
Name: Pigasus
Rank: E
Genus: Pig (Pig)
Attribute: Cloud
Traits: Flying Beast, Pig
Description: This story has been stolen from Royal Road. If you read it on Amazon, please report it The Pigasus. Plural form: Pigasi. A normal-looking pig with bird wings on its back. They can easily fly in the air, but they prefer to simply fly right above the ground as they are searching for vegetables, fruits, or truffles. Their meat is practically inedible, so no farmer with pride in their work would ever think of raising them for that purpose. Due to a certain saying among Migrants, these pigs are hated by them because the Migrants end up in situations they wish they never had to be in. Though, it''s the Migrants themselves who are mostly at fault in those cases, not the Pigasi. Appearance: To keep it simple, the Pigasus is a pig with wings. Except for their white, dove-like wings, the Pigasus look almost identical to regular old pigs. Abilities: Danger rank: F- Rarity rank: C- A Pigasus is not that threatening as an opponent. The most damage one can expect is a kick in the head from one of these flying pigs. Even if they somehow were able to learn magic, a Pigasus'' magical talent lies solely in healing and flight spells. Garami''s comment: ...honestly, why do these guys exist? To make fun of Migrants? Bloom''s comment: Maybe they are. Some Migrants become great adventurers due to them having to fulfill the crazy tasks they say they could do if "pigs could fly", so it''s not that bad. Except for the many Migrants who couldn''t do what they bragged about. Rest in peace, poor fools. Monster Skills: [Spirit Transmutation]
Skill: Spirit Transmutation
Skill Type: Monster Skill
Tier: 1
Attribute: ---
Effect:
  • Allows one to spend MP instead of SP. A case of literary theft: this tale is not rightfully on Amazon; if you see it, report the violation.
    • Higher skill levels grant a better conversion of MP-to-SP.
Description: [Spirit Transmutation] is a common skill among the various spirit-related races that have a mortal body. The skill allows the spirit creature to convert their massive MP-pool into SP, a powerful move for most Spirit Animals, who have already high stamina thanks to their beastly lineage, and a lifesaver for the humanoid spirits, who have less stamina compared to other humanoid creatures. A surprising fact is that this skill is incapable of evolving to a Tier-2 skill until the spirit creature evolves into a different kind of spirit. What this means is, that a normal spirit creature is often classified as a rank E creature in the World System, then they evolve into a D-rank creature where their spirit powers "mature" to a more personalized stage, fitting for the spirit creature''s way of living. The evolution after this "personalization" stage again, when the creature reaches rank C, will branch the spirit creature off their original race, granting them new spiritual powers. It is at this point when [Spirit Transmutation] can evolve. Mira''s comment: Evolving...? To C-rank!? Garami, your notebook is crazy! Bloom''s comment: C-crazy!!? Garami''s comment: It is now, at least... Undead: Lesser Skeleton
Name: Lesser Skeleton
Rank: G-
Genus: Undead (Skeleton)
Attribute: Undead
Traits: Lesser Undead, Bone Body
Description: This content has been unlawfully taken from Royal Road; report any instances of this story if found elsewhere. The Lesser Skeleton. The bottom line for the Skeleton undead''s evolution line. They are "born" when enough undead-type aether gathers in an area, allowing them to take physical shape. Lesser Skeletons have close to no brain activity (please ignore the fact that they do not have any literal brains) and only act on the impulse of attacking any living beings nearby. Defeat them if you ever encounter them. The undead led by Spectermancers should be alright, as long as you do not anger their master. Appearance: Lesser Skeletons take the appearance of a humanoid skeleton around 160~180cm in size. There are lots of visible cracks and damaged areas all over their bodies. The reason why a humanoid is used, even when the Lesser Skeleton can evolve into the likes of Lesser Skeleton Rats which are much smaller than the Lesser Skeleton, is unknown. Abilities: Danger rank: G Rarity rank: F+ While extremely ferocious, a Lesser Skeleton does not pose many difficulties in defeating. Their aether network is so shabby that they cannot equip any items to boost their powers. They are also extremely weak against sunlight, blunt attacks, and purification. Some people refer to areas where these creatures appear in large numbers as "use-and-toss training grounds", as the Lesser Skeletons work as punching bags for a single attack. Two if they are lucky and durable enough. Garami''s comment: ...if that''s the case, is there even a need to use skills to defeat them? Mira''s comment: Who cares? Time to farm skill EXP!! Demon: Maneko
Name: Maneko
Rank: E+ (S-)
Genus: Demon (Cat Demon)
Attribute: Light
Traits: Lesser Demon, Feline
Description: Unlawfully taken from Royal Road, this story should be reported if seen on Amazon. The Maneko is a harmless demon that brings good luck to its owner, and of course, to itself. It has been recorded that a shop that obtained a Maneko as its resident reached record-high sales under the shortest timespan possible. The Maneko is a calm and collected demon that has a fondness for humanoids. Either that, or it just likes that its owners give it treats all the time. Appearance: The Maneko has the appearance of a pure-black cat with golden eyes and white fur on its paws, which makes people think it has socks on. The cat is often seen playing with Sol coins. Those who play with Gold Sol coins are the specimens that grant the highest amount of luck to their owners. Abilities: Danger rank: F- Rarity rank: S- The Maneko''s sole power is its incredible luck. Other than that, it''s practically a harmless cat. No demonic powers whatsoever. Still, do not underestimate this cat. Its stupidly high luck makes it almost impossible to catch unless it wants to. It''s not a guaranteed ability, its luck, but even if one tries to trap this cat, it will manage to escape quite easily. Mira''s comment: Hey, wouldn''t we have made quite the fortune if we sold that cat? Garami''s comment: ...I guess the cat got "lucky" that we didn''t think about that idea. Extra Skill: [Dimensional Merchant]
Skill: Dimensional Merchant
Skill Type: Extra Skill
Tier: Ex
Attribute: ---
Effect:
  • Clearing the following conditions allows one to obtain items from people at other locations through monetary trade.
    • Sign a unique "Treaty" with a World System-registered organization.
    • (Restriction) Can only do trade through this skill with members of the organization one has signed a "Treaty" with.
    • (Restriction) Items can only be sent to the skill user, not the other way around.
    • (Restriction) Only Sols can be used to pay for the items.
    • (Restriction) Only non-living items are accepted.
  • Allows one to perform trade for items through the World System.
Description: If you discover this narrative on Amazon, be aware that it has been stolen. Please report the violation. [Dimensional Merchant] is an Extra Skill that can be obtained from "Merchant" Extra Medals or "Dimension" Extra Medals. It is one of the best merchant-related skills if one only considers the transportation costs. This skill allows one to purchase items from anywhere on Terra Sol, as long as one can bypass the strict requirements of creating a "Treaty", a contract made through the World System with any great organization. This allows the owner of the skill to trade with any member of said organization, but the buying prices are regulated by the World System to a certain degree, and the transportation itself requires a small monetary tribute to the World System itself. The second effect is the more popular option for people other than the big-time merchants. It allows, by a monetary sacrifice, give the skill''s user access to a catalog of items that would normally be obtained from other worlds. What kind of available items is extremely limited and costly at times, but it doesn''t change that this skill is one of the few sources of otherworldly goods. Bloom''s comment: Hey! The information regarding the Extra Medals isn''t classified anymore! Garami''s comment: So we got to discover those hidden parts ourselves. What a pain...did this thing just say the chef can buy soda and pizza from other worlds!? Mira''s comment: That''s what got your attention? And what''s soda? Passive Skills: [Riding]
Skill: Riding
Skill Type: Passive Skill
Tier: 1
Attribute: ---
Effect:
  • Grants a positive correction to riding a vehicle or a creature.
Description: The tale has been stolen; if detected on Amazon, report the violation. [Riding] is an ordinary passive skill that is often taken by most people, whether it is helpful for their main occupation or not. This is because [Riding] is an all-purpose skill that assists one in riding any kind of vehicle or creature. It is not an all-powerful skill, but it grants a slight and helpful increase to one''s proficiency regarding riding. Anything from making one''s posture better while riding to prevent backpains to being able to do fancy tricks on a bicycle, this skill can help with anything. Though, only support. And when [Riding] evolves into a higher-tier skill, it may either specialize itself for one kind of vehicle (or creature) to ride on with or grant a new effect to when one is riding a vehicle (or creature). The sky is the limit when it comes to professional racing. Mira''s comment: Professional racing... So what do you call the fact that all the girls living in the red-light district back in my home city have this skill? Garami''s comment: Your home city was...Solomar, the demon country? ...WHY DID A KID LIKE YOU VISIT THE RED-LIGHT DISTRICT ANYWAY?! Oh, god. Now I understand why a part of you are...you. Fae: Knocker
Name: Knocker
Rank: D
Genus: Fae (Fairy)
Attribute: Earth, Metallic-type attributes
Traits: Seelie Fae, Earth Fairy,
Description: The Knocker is a special breed of the Earth Fairy. They have evolved so they can adapt to the life inside mines to a great extent, allowing them to mine for metals and gems almost nonstop. They have practically given up a life in the forest for a life of digging, digging, and more digging. Do you dig? You could be reading stolen content. Head to the original site for the genuine story. Knockers are acknowledged by people and considered a miner''s best friend. Even "wild" Knockers will warn miners and/or explorers if they are getting too close to hazardous areas such as pockets of mine gas or tunnels with unstable bedrock. Another trait of the Knockers is that they have an uncanny knack for discovering rich veins of metals. This is not exclusive to noble metals such as gold or silver, but also metals such as tin and iron. But they can also be quite mischievous to people they dislike, such as blowing out lights in the tunnels or hiding away mining equipment just to mess with people. Leaving behind a treat to the Knockers is enough to stay on their good side, though. Appearance: Knockers have the appearance of Earth Fairies with hair- and wing colors similar to various kinds of metals instead of the typical brown- and green colors common among Earth Fairies. They also prefer to wear mining outfits for clothing. Abilities: Danger rank: E- / D+ (whether inside a mine or not) Rarity rank: D+ As mentioned above, Knockers can detect metal veins, use the standard trickery that Fae is known for, as well as noticing dangerous areas inside the mine. Other than this, Knockers also have access to Earth-based magic that allows them to use the underground tunnels in a mine as their weapon. On the flip side, they are out of luck if they wish to fight outside of any underground areas. They are too specialized for the mines to perform great anywhere else. If faced against a hostile Knocker, luring them to a more advantageous battlefield for themselves is recommended. Mira''s comment: Dammit! I was hoping I could find some gold radars, I mean, some new friends in this cave! Garami''s comment: You never lose your touch, do you? Special-line Class: Angler
Class: Angler
Class-line: Special
Tier: Intermediate
Requirement conditions:
  • Having caught 50 or more fish-type creatures through the act of fishing.
Stats:
SP+ DEX+ MAG-
Class Traits:
  • Positive correction to fishing-related skills
Description: The Angler class is a class focused on the act of fishing. It starts with a fishing rod, provides baits and lures for it, and allows them to prepare and store the fish, before finally taking off to the significant seas to fight off sea serpents and other monstrosities of the depth. Anglers are one of the Gatherer-line Special Classes, which closely relate to several Artisan Classes. Anglers in particular act as customers to Woodworkers, while they sell their goods to Cooks. They are well-received and easy to find in port towns or other cities with great fishing spots. It is a class often taken by Sailors as a Sub Class, or by elderly people with some Skill Points left after retirement. Unlocked skills:
Unlocks from having Angler as the Main Class: [Water Resistance Lv.1] Unlocks at Lv.1: [Fishing Lv.1]
Unlocks at Lv.1: [Create Bait Lv.1] Unlocks at Lv.10: [Gutting Lv.1]
Unlocks at Lv.20: [Hate Lure Lv.1] Unlocks at Lv.30: [Fish Storage Lv.1]
Unlocks at Lv.40: [Helmsmanship Lv.1] Unlocks at Lv.50: [Naval Combat Lv.1]
  • [Water Resistance]: A resistance-type skill that provides extra defense from the Water attribute, a common-to-see sight among the various fish-type monsters out there.
  • [Fishing]: A passive skill that gives a positive correction while fishing. It makes it easier to drag the sucker out of the water, as well as making it easier to use the fishing rod without having it break on you.
  • [Create Bait]: A crafting skill that makes it easier to create bait to capture fish. Works well with other targets, but the Angler class gives the skill a positive correction for fish-related baits.
  • [Gutting]: A passive skill and an alternative version of the [Dismantling] skill. [Gutting] provides a positive correction to the act of disemboweling fish and other creatures.
  • [Hate Lure]: An active skill that allows one to make fishes (and other creatures) focus their attention on a lure-type item one is using as the catalyst for this skill.
  • [Fish Storage]: An active item box-type skill that allows one to store fish. At Lv.1, it has the same size as a handbag, and the size goes up by 1 handbag for every 5th skill level.
  • [Helmsmanship]: A passive skill that gives a positive correction to actions that go about steering a ship.
  • [Naval Combat]: A passive skill that makes it easier to fight on a boat or the ocean in general.
Garami''s comment: Weird how this isn''t your Main Class. You might be reading a stolen copy. Visit Royal Road for the authentic version. Alf''s comment: My workplace in my hometown sort of forced me to pick..., HEY! Peeping on people''s stats is pure rudeness! Garami''s comment: Yeah, duh. I''m a pure demon! ...Which is not that pure, come to think about it. Eh, whatever. Fish: Desert Tuna
Name: Desert Tuna
Rank: E
Genus: Fish (Tuna)
Attribute: Sand, Ocean
Traits: Fish (Medium), Desert Dweller
Description: A Desert Tuna is a special mutation of fish-type monster that can survive, no, cannot prosper properly if they are not in a location equal to a desert... is what they are imaging, but Desert Tunas and their evolutions are perfectly fine in environments that normal fish-types find pleasant. Reading on Amazon or a pirate site? This novel is from Royal Road. Support the author by reading it there. Desert Tunas form cliques with themselves and their evolved stages. The Tunas act as soldiers for the evolved stages, and are at the bottom of their social hierarchy. They respond to the species with the highest rank, which goes from, lowest to highest, the Desert King Tuna, then the Desert Shark, the Desert Killer Shark, for finally, their main commander, the Desert Big Whale. Unlike their evolved species, the Desert Tuna''s flesh is extremely tasty, but even when looking away from the fact that this is a relatively new species, there are not many in the fishing industry too keen on fishing these creatures. They do tend to leave larger-than-cannon-ball-sized holes in both ships and people. Appearance: As their name suggests, Desert Tunas are large fishes, with relatively the same appearance as regular tuna. The differences are that the Desert Tuna have desert-colored scales, and they have a pair of legs that they use to travel across dry land. They are big enough to reach a grown adult to their chest. Abilities: Danger rank: E- / E+ (whether in the desert or not) Rarity rank: D- Desert Tuna attacks are simple, yet painful. Their strength lies in their great ramming power, which it is capable of doing in both water and on land. Other than that, the Desert Tuna lacks methods for fighting off enemies on its own. However, since Desert Tuna travels in groups, even this simple strategy can lead to a world of hurt if one is not careful. They are easy to fish up though. Alf''s comment: I love to fish, but these creatures are bad news for any fishermen with respect and pride for their boats. Garami''s comment: Hahaha... (Better be quiet as a dead man about the fact that it was drawing those guys that made me not part of the dead anymore...) Warrior-line Class: Spearman
Class: Spearman
Class-line: Warrior
Tier: Intermediate
Requirement conditions:
  • STR: 120+
  • DEX: 150+
  • Skill: [Spear Proficiency]
Stats:
SP+ STR+ DEX+ MP-
MAG-
Class Traits:
  • Positive correction to spear-related skills and battle arts that uses a spear.
  • Unlocks spear-related skills and skills related to the usage of spears.
Description: Spearsman is a Warrior-line class that belongs to the "Path of Weapon" category. It specializes in the usage of a weapon, specifically, the spear. It requires the [Spear Proficiency] class beforehand, so only those interested in mastering the art of the spear should take this class. Spearmen focus on fast movements while striking hard at a distance with their long-range capable melee weapons. They are dependable allies, but a Spearman that does not watch where he swings his weapon is going to be more trouble than the enemy they''re up against. Spearsmen also favor the prospect of "surviving", so they have many different abilities that allow them to last just a second longer. Shields are often used as a sidearm for Spearsmen who uses one-handed spears. If you spot this story on Amazon, know that it has been stolen. Report the violation. Unlocked skills:
Unlocks from having Spearman as the Main Class: [Element Spear Lv.1] Unlocks at Lv.1: [Spear Arts Lv.1]
Unlocks at Lv.1: [Guard Lv.1] Unlocks at Lv.10: [Quick Step Lv.1]
Unlocks at Lv.20: [Evasion Lv.1] Unlocks at Lv.30: [Pierce Reinforcement Lv.1]
Unlocks at Lv.40: [Energy Warfare Lv.1] Unlocks at Lv.50: [Spear Stance Lv.1]
  • [Element Spear]: A skill that grants any spear the Spearman has equipped an attribute-based enhancement based on what Element-type skills they possess. Only 1 attribute can be used to enhance the spear at the time.
  • [Spear Arts]: A skill that grants access to spear-related Combat Arts.
  • [Guard]: An attack skill that gives its user access to defensive Combat Arts.
  • [Quick Step]: An active skill that allows one to rapidly move to a different location. Nice to use for dodging attacks.
  • [Evasion]: A passive skill that makes it easier to evade attacks. Has good chemistry with [Quick Step].
  • [Pierce Reinforcement]: A passive skill that improves the damage the Spear Soldier inflicts through piercing-type attacks.
  • [Energy Warfare]: An active skill that enhances the Spearman''s stats by continuously consuming SP.
  • [Spear 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.
Alf''s comment: Being able to jab at people from a distance is the best trait of this class. Garami''s comment: And here I thought it was the aspect of surviving without having to focus on actually surviving the hits you take like a proper tank. Extra Skill: [Arm of Silver Light - Airgetè°©m]
Skill: Arm of Silver Light - Airget¨¢m
Skill Type: Extra Skill
Tier: Ex
Attribute: Light, Silver, Sacred-type attributes
Effect:
  • One can enhance the effects and status values of equipped swords.
    • This effect also grants additional attribute damage based on the attributes of this skill.
    • Requires MP to be used.
  • Allows one to create "Phantasm Sword" weapons of any swords in one''s possession.
    • "Phantasm Swords" lacks any special effects of the original weapon.
    • They can still be used as regular swords and enhanced with skill effects and other items.
  • (Passive) Positive correction to swordsmanship-related skills.
Description: The narrative has been illicitly obtained; should you discover it on Amazon, report the violation. The [Arm of Silver Light - Airgetl¨¢m] is an Extra Skill belonging to the "Fairy" category. The requirements for obtaining this skill from a related Extra Trial are to possess a "Technique User" title (or its higher alternatives) of either the Light attribute or the Silver attribute while also having an inborn talent for using swords, and having had intense training with swordsmanship. The last requirement cannot be obtained simply by having sword-related skills, making this Extra Skill quite the rarity. The first ability of this Extra Skill is to drastically enhance one''s equipped sword abilities. Attacks inflicted with equipped swords will also inflict Light, Silver, and Sacred-type damage to the enemy. While using this effect, it will turn the user''s right arm silver-colored. While it can be seen as a warning for the enemy that says "That sword just got beefed up big time!!", a true swordsman will be able to overcome this little weakness. The second ability of Airgetl¨¢m is the ability to create "Phantasm Swords". These swords are ghost-like copies of any sword currently in the skill user''s possession and can be used as weapons for only the Airgetl¨¢m-user. The Phantasm Swords does not attain any special traits the original may have, but the durability and attack power remains. The number of swords one can create is practically infinite, but each sword consumes a great amount of MP. Even more so if one tries to create multiple swords at a time. Also, despite how much MP one invests in each sword, they will still disappear after a while when they leave the Airgetl¨¢m-user''s hand. The third and final ability of Airgetl¨¢m is a passive effect that improves swordsmanship-related skills. This does not include Airgetl¨¢m itself. Mira''s comment: I waaaaant those swooooords... Garami''s comment: ...(Should I tell her they will only disappear at the end of the day, if not earlier?) Beast: Stella Mole
Name: Stella Mole
Rank: F
Genus: Beast (Mole)
Attribute: Earth
Traits: Mole
Description: The genuine version of this novel can be found on another site. Support the author by reading it there. The Stella Mole is a docile creature that lives underground by eating dirt and vegetables it can find. Despite what their name may suggest, they are not related to the Stellar attribute. These mole monsters are sociable and trustworthy little critters that are often tamed to have them help with digging work. Since they are so honorable, some people do not even need to use the forced servitude ability of the [Tame] skill to have Stella Moles work for them. They are on the top 10 list for "Monsters I want to have as a pet". Appearance: Stella Moles are goat-sized moles with dark-brown fur and a yellow star mark on their foreheads. They are also noted to have "kind" faces that humanoids find adorable. Abilities: Danger rank: G+ Rarity rank: D+ The Stella Mole has no noteworthy battle abilities, but they are great tunnel diggers. A single group of Stella Moles can build an underground cavern system on their own in less than a week. The Stella Moles are intelligent enough to understand humanoid language, even if they are a little slow to show that they understand. They are also talented with anything related to the earth, like farming. Garami''s comment: I suggest placing their Danger rank higher than G+! They are so cute that it hurts!! Mira''s comment: No objections! Bloom''s comment: No objections! Alf''s comment: You girls... Plant: Devitree
Name: Devitree
Rank: F-
Genus: Plant (Living Tree)
Attribute: Wood
Traits: Plant (Tree), Living Flora
Description: The author''s content has been appropriated; report any instances of this story on Amazon. The Devitree is a type of demonic plant that moves around on its own. It is the most common "plant-type monster" in the tree category, and also its weakest member. Devitrees come "to life" when their seeds are infused with negative aether. This kind of aether is not rare, but as the greatest source of it comes from demon-type creatures, this plant was named after them specifically. While their grown-up and evolved versions are horrible for lumber, due to it being affected by negative attributes such as Curse, Poison, and/or Corruption, just to name a few, the current stage of the Devitree produces excellent lumber. So much so that some people fear this species of monster trees will be extinct before the next millennium. Appearance: Devitrees have the appearance of small-sized trees, at most just a little higher than a human child. Their bark is jet-black, and their leaves are dark-blue. Other than that, they have a face that consists of three holes in their bark. Abilities: Danger rank: G+ Rarity rank: E- In combat, a Devitree does not have much to fare with. It does have access to tree-restricted skills, but with its puny size and stats, it is not much of a threat. Garami''s comment: Yeah, the writer hasn''t encountered a mutant species of these guys. Alf''s comment: Expecting people to meet such a beast is more ridiculous. Celestial: Flugel
Name: Flugel
Rank: E
Genus: Celestial (Humanoid Angel)
Attribute: ---
Traits: Low Celestial, Humanoid Celestial
Description: The Flugels are a Celestial species that looks extremely close to humans. They are the most common kind of intelligent Celestial species and also the one with the closest relationship with the lower world. Unauthorized use of content: if you find this story on Amazon, report the violation. Flugels are said to be the messenger of humanoid gods, but whether that is true for other worlds or not, this is not true for the Flugel. Flugels are also been named angels by several Migrants over the many years, but this is rather a collective name for all humanoid Celestials that share appearance with humans to certain degrees. On a different note, Flugels are not happy about being referred to as Birdkins. Some Flugels that gain a high amount of positive Karma Value obtain a halo over their head, which will allow them to evolve into a more holy variant of the regular Flugel evolutions. In contrast, Flugels that gain negative Karma Value will evolve into species referred to as fallen angels. Appearance: Flugels look no different from ordinary humans, except for a set of wings, either located on their shoulder blades or by their hips. As mentioned, some Flugels may develop halos that float over their heads. All Flugels have pale skin colors and bright hair colors. Their wings, on the other hand, can be of any kind of color. Abilities: Danger rank: E Rarity rank: D- Flugels are especially strong with Sacred-type elements, but their Celestic nature prevents them from obtaining Curse-type attribute skills, and they even have a high weakness against other Gloom-type attributes. As with other Celestials, Flugels are inheriting weak to the Copper attribute. Flugels are capable of flight and have high mana reserves, which often results in them either choosing between long-range classes like Archer, or Priest classes that focus on recovery. While a Flugel''s offensive and defensive magics are nothing to sneeze at, they have an inborn talent in recovery and support spells. On the other hand, they are fatally weak with debuffing- and ailment-inflicting spells. Mira''s comment: Garami''s natural enemy. Like, on so many points. Garami''s comment: ...Crap, she''s right! Guess I won''t be warmly welcomed to heaven any time soon..., huh? Why do I feel like I''m having a deja-vu? Plant: Badaboomb Plant
Name: Badaboomb Plant
Rank: --- (Equal to an E-rank creature)
Genus: Plant (Weed)
Attribute: Wood, Gunpowder
Traits: Plant (Weed)
Description: The Badaboomb plant is a naturally-growing plant that, while not categorized as a monster, is still considered one of the biggest plant-based subjugation targets for low-ranked adventurers. Unauthorized usage: this narrative is on Amazon without the author''s consent. Report any sightings. The plant grows by drawing a Gunpowder-type aether from the ground, which ironically makes the land it grows on safer due to the lowered risk of one suddenly stepping wrong and igniting an aether-based explosion right underneath one''s feat. But all that firepower will accumulate in the unnatural fruits that these weeds grow over time, causing them to turn into "naturally grown" bombs. Picking the wrong fruits in a field where these weeds thrive can lead to an explosive, and bloody, ending. This fatal fate leads most people living in areas infested with these weeds to have an inborn trauma against these dangerous plants. Appearance: The Badaboomb plants themselves look not that different from common weeds that one can find anywhere in the countryside. However, the "fruits" they grow look like cartoonish black bombs, with the vine connecting them to the main plant having the appearance of an unlit fuse. Abilities: Danger rank: G-/D+ Rarity rank: E++ Badaboomb fruits are extremely volatile, with just disconnecting it from the main plant being enough for the vine to act as a literal "fuse" for the bomb. The force of the explosion depends on how long the fruit has grown, and the amount of Gunpowder-type aether in the area where it was grown on. Since it is quite possible to grow the fruits to only have non-lethal power behind them, some people tend to cultivate and sell them as relatively safe firecrackers. Only talented gardeners can handle this feat, however. Garami''s comment: If those goons had only thought of asking those experts instead of the moles, we may not have caught them. Alf''s comment: Seeing how the "mastermind" has an "inborn fear" against them, I doubt that would ever happen. Warrior-line Class: Ice Protector
Class: Ice Protector
Class-line: Warrior
Tier: Intermediate
Requirement conditions:
  • VIT: 120+
  • RES: 120+
  • Skill: [Guard]
  • Title: [Ice Technique User]
Stats:
HP+ VIT+ RES+ DEX-
Class Traits:
  • Positive correction to defense-type skills, with a further correction if it is an Ice attribute skill.
  • Unlocks defense- and Ice-related skills.
Description: Ice Protector is a "Path of Armor"-category Warrior-line class, one of the classes that focus on defending others instead of defeating their enemies. This class in particular has a focus on combining the Ice attribute with its defensive Combat Arts. Among the various "Path of Armor" classes, the Protector series foregoes the defense of a specific target or using a specific method of defense in favor of using attributes. For Ice Protector, its attribute is quite handy as Ice is cheap to produce, and can be extremely solid and useful for defense if one puts one''s mind to it. The downside is that it does not provide much "protection" against the cold... Unlocked skills:
Unlocks from having Ice Protector as the Main Class: [Ice Shield Lv.1] Unlocks at Lv.1: [Defense Arts (Ice) Lv.1]
Unlocks at Lv.1: [Cover Lv.1] Unlocks at Lv.10: [Taunting Lv.1]
Unlocks at Lv.20: [Cover Move Lv.1] Unlocks at Lv.30: [Stalwart Lv.1]
Unlocks at Lv.40: [Danger Sense Lv.1] Unlocks at Lv.50: [Defense Reinforcement Lv.1]
  • [Ice Shield]: An Attack-type skill that produces a shield of ice, or enhances a shield with an icy film. Useful when one lacks a tool to defend oneself with.
  • [Defense Arts (Ice)]: A set of Combat Arts that revolves around defending with Ice-based Arts. Can be combined with the Combat Arts registered in the [Guard] skill for further effect.
  • [Cover]: An Active-type skill that activates when one uses defensive Combat Arts, improving one''s defense while defending others.
  • [Taunting]: An Active-type skill that allows one to attract the attention of enemies. Useful when one''s allies are in the line of fire and one needs to point the said line to oneself.
  • [Cover Move]: An Active-type skill that improves one''s movement abilities when one uses it to travel to an ally. Using it to move to an enemy, or anything else that is not considered an "ally", will result in the skill not activating. However, one is granted a buff to one''s defensive values if the skill is used as it is intended.
  • [Stalwart]: A Passive-type skill that improves one''s VIT value by 3 points for a certain amount of time for each attack one successfully guards against. The cap for the number of attacks and the duration of the defense boost depends on the skill level.
  • [Danger Sense]: A Perception-type skill that warns the Ice Protector when danger closes in. Useful for knowing when one needs to keep one''s guard up.
  • [Defense Reinforcement]: A Passive-type skill that improves one''s defense-type skills in the same fashion as how the [Weapon Reinforcement] skill improves weapon-related skills. A "Path of Armor" tradition skill.
Alf''s comment: While I rely on the Walls most of the time, being able to handle any surprises that may come is the key to surviving the battlefield. The tale has been illicitly lifted; should you spot it on Amazon, report the violation. Garami''s comment: So you have to keep your head literally cold? ...That pun was freezing bad... Crafter-line class: Craftsman
Class: Craftsman
Class-line: Crafter
Tier: Intermediate
Requirement conditions:
  • Quest: "A Craftsman''s Creation".
Altered Stats:
DEX+
Class traits:
  • Unlocks skills related to crafting accessories.
  • Positive correction when creating accessory-type items.
Description: A Craftsman is an Artisan that focuses on making Accessories, such as rings, earrings, necklaces, and even standard items such as glasses or even fishing lures if that is requested. While Craftsmen can extend their abilities to many different fields of crafting, they do not have any special potential for creating larger items. They can act as a helper to other Artisan classes, but the result will be mediocre when compared to those with a more suitable class. While often taken as a Sub Class for other Artisan classes, there exist several Advance-tier classes that can only be obtained by having Craftsman as one''s Artisan class. Unlocked skills:
Unlocks from having Weaver as the Main Class: [Nimble Fingers Lv.1] Unlocks at Lv.1: [Carving Lv.1]
Unlocks at Lv.1: [Polishing Lv.1] Unlocks at Lv.10: [Craft Accessory Lv.1]
Unlocks at Lv.20: [Metalworking Lv.1] Unlocks at Lv.30: [Repair: Accessory Lv.1]
Unlocks at Lv.40: [Fast Creation: Accessory Lv.1] Unlocks at Lv.50: [Beautiful Creation: Accessory Lv.1]
  • [Nimble Fingers]: A passive skill that grants positive correction to the nimbleness of one''s hands. A common skill for Artisan-type classes and Scout-line classes belonging to the "Teachings of Hiding".
  • [Carving]: A crafting-type skill that is used to carve designs or even magic symbols into items. A skill used to prepare materials before turning them into accessories.
  • [Polishing]: A crafting-type skill used to polish materials and increase their quality. Used before creating the all-important accessory to make sure the result turns into something amazing.
  • [Craft Accessory]: A crafting-type skill that creates the accessory. No more preparations! Time to work!!
  • [Metalworking]: A crafting-type skill that assists the Craftsman in making metal-type equipment. Useful when working with more difficult materials.
  • [Repair: Accessory]: A crafting-type skill that allows one to recover the durability of an Accessory-type item.
  • [Fast Creation: Accessory]: Another crafting-type skill, this one allowing one to craft Accessories faster than normal.
  • [Beautiful Creation: Accessory]: The final crafting-type skill. This one gives a passive boost to the quality of the crafted accessory. A nice little finish at the end.
Garami''s comment: For being a supportive crafting class, they sure need lots of materials for their work. If you discover this tale on Amazon, be aware that it has been stolen. Please report the violation. Alf''s comment: Hmm, I wonder how much they take for a set of fish hooks... Warrior-line Class: Archer
Class: Archer
Class-line: Warrior
Tier: Intermediate
Requirement conditions:
  • DEX: 150+
  • STR: 120+
  • Skill: [Archery]
Stats:
STR+ DEX+ VIT- RES-
Class Traits:
  • Positive correction to archery-type skills and skills related to bows and arrows in general.
  • Unlocks archery-related skills.
Description: The Archer class is a Warrior-line class that uses the bow for long-range attacks. Unlike other Warrior-line classes, the Archer focuses more on DEX, which makes them more similar to Artisan classes, and their battle style makes them want to stay clear of the opponent''s view, which can be found in various Scout classes. In the beginning, Archers try to learn how to use the bow, until they start figuring out the special tricks needed for precise sniping at the target. A true Archer is capable of killing a beast without making a sound. Unlocked skills:
Unlocks from having Archer as the Main Class: [Element Arrows Lv.1] Unlocks at Lv.1: [Bow Arts Lv.1]
Unlocks at Lv.1: [Aiming Lv.1] Unlocks at Lv.10: [Vital Point Knowledge Lv.1]
Unlocks at Lv.20: [Hawk Eyes Lv.1] Unlocks at Lv.30: [Item Box (Quiver) Lv.1]
Unlocks at Lv.40: [Power Arrow Lv.1] Unlocks at Lv.50: [Trick Arrow Lv.1]
  • [Element Arrows]: An auxiliary skill that allows one to grant elemental properties to one''s arrows based on one''s Element skills.
  • [Bow Arts]: A set of Combat Arts related to using a bow and arrow. Slingshots and guns are not included in this collection.
  • [Aiming]: A passive skill that improves the user''s accuracy. Handy even for short-range attacks.
  • [Vital Point Knowledge]: A passive skill that gives the user knowledge of weak points in the enemies and shows them as visual points on the target''s body. The more knowledge the user has regarding their target, the more precise will the clues this skill gives.
  • [Hawk Eyes]: A perception-type skill that enhances one''s eyesight. Unlike [Vision Reinforcement] which passively makes one''s eyes better, [Hawk Eyes] is closer to an active skill, and it even grants telescopic abilities.
  • [Item Box (Quiver)]: An item box-type skill that allows one to store far more arrows and other archery-related tools in a quiver than it should be physically possible. The items are instead stored in a different dimension, using the quiver chosen as a portal between the two worlds.
  • [Power Arrow]: A second auxiliary skill for arrows. This one enhances the attack power of the projectile. Can be used alongside Combat Arts from [Bow Arts].
  • [Trick Arrow]: The third auxiliary skill from this class. It allows one to redirect the released arrow to make turns, ricochet from surfaces, and more. Perfect for making a "tricky" shot.
Noire''s comment: WHAT!? An archer should be as flashy as possible! Why would I try to hide my amazing talent!? Unauthorized use: this story is on Amazon without permission from the author. Report any sightings. Alf''s comment: Because staying quiet can also be a talent. And one that few people have. *Sigh*... Arachnid: Venofluid Spiders
Name: Venofluid Spider
Rank: E+
Genus: Arachnid (Spider)
Attribute: Poison, Fluid-type attributes
Traits: Arachnid, Toxic
Description: Ensure your favorite authors get the support they deserve. Read this novel on Royal Road. The Venofluid Spider is a monster commonly seen in extremely toxic areas, but as those areas are scarce to find, it means these arachnids are equally rare. Due to how aggressive they are against intruders and how useful their materials and what can be discovered in the areas they inhabit for creating poisons and antidotes, they are being designated as an "always subjugation" hunting target by adventurers. As of recently, the populace of Venofluid Spiders in the Velantas region on the Invidia Continent has noticeably increased for some reason. Appearance: Venofluid Spiders are large spiders of the same size as sheep. They have exoskeletons with purple-to-black color schemes, and sharp claws at the end of their forefront feet. These claws act as a final line of defense in case their enemies evade all the poison thrown at them. Abilities: Danger Rank: E Rarity Rank: D- These arachnids are a type of spider that excels in using liquid poisons instead of injecting venom into their prey after trapping them with their webs. Due to this, they are quite favorable to the turret strategy, where they throw globes of poison at their enemies. A more ignored advantage these spiders have is the environment. As they only live in poisonous environments, one must act very carefully, as even the land itself will be hostile to the enemies of the Venofluid Spiders. There are more than a few cases where adventurers have defeated a swarm of Venofluid Spiders, only to fall to the poison afterward. Garami''s comment: So THAT''S where the Aquarects went to! Mira''s comment: *COUGH, COUGH*, you mean those water spiders you talked about before? *COUGH, COUGH, VAN COUGH!!* Garami''s comment: ...Uh-oh. Extra Skill: [Darkness Dragon - Zahhak]
Skill: Darkness Dragon - Zahhak
Skill Type: Extra Skill
Tier: Ex
Attribute: Darkness
Effect:
  • Creates a massive dragon of darkness to attack enemies with. Consumes MP.
    • May lower any status value of the victim, even levels.
    • Allows one to summon more dragon heads per skill level instead of increasing attack power. Bringing more heads consumes more MP.
  • (Passive) Positive correction to all Darkness-type moves.
Description: If you come across this story on Amazon, be aware that it has been stolen from Royal Road. Please report it. [Darkness Dragon - Zahhak]. An Extra Skill from the dragon-type category and one of the popularly known "the dragon slayer''s proof" Extra Skills. The reason for this name is due to how one is guaranteed to face a dragonic creature that one has to defeat in one way or another, be it a direct meathead fight, a battle of wits, or simply not getting killed by it. Do note that these skills are not the same as the Extra Skills from the real "Dragon Slayer"-category. This Extra Skill is based on a famous A-rank dragon species from Terra Sol that is heavily connected to the Darkness attribute. The other skills also known as "the dragon slayer''s proof" share this characteristic, even to the point where their effects are almost the same, except they are centered around a different dragon of a different attribute. Zahhak''s effects include releasing a gigantic mass of darkness, shaped after the eponymous dragon, against its target. This attack is extremely dangerous, as it has the chance to lower any status values of the target, even their levels if they have bad luck. The attack may not be as impressive as more exclusive Extra Skills, but the costs are way cheaper compared to them. In addition, Zahhak also provides a passive boost to all Darkness-type moves, be it skills, magic, or even Combat Arts. Of course, even Zahhak obtains this enhancement, improving its darkness dragon attack even further. The enhancement effect itself is excluded from obtaining the boost. Garami''s comment: Why am I getting the feeling that I''m only getting the weaker Extra Skills? Where is the stuff about eternal youth or stuff like that?! EXPLOSION!! Bloom''s comment: ...(Should I tell Master that Extra Skills are restricted to the attributes one possess? That "dynamic" skills that include attributes such as Fire and Gunpowder may be out of her reach. ...No. I still want to live a little longer, so I''ll be quiet.) Status Ailment: Poison
Status Ailment: Poison
Ailment Type: Physical
Effect:
  • Deals X points of damage to HP every 10th second then reduces the Ailment Stack value by 1.
  • X = current Stack Ailment value.
Duration: 10 seconds per Ailment Stack
Description: If you come across this story on Amazon, be aware that it has been stolen from Royal Road. Please report it. The Poison ailment is one of the most common status ailments known to the public. It is commonly found in the homonymous attribute, but can also be found in other attributes such as Smoke or Acid. It inflicts damage based on the Ailment Stack value, so a "Poison [3]" ailment will have, after 30 seconds, inflicted [3 + 2 + 1 = 6] points of damage. The ailment can be resisted in two different methods: first by resisting being afflicted by the Poison ailment in the first place, or resist the attribute-based damage inflicted by the ailment. The latter refers to how the damage inflicted from the Poison ailment is based on a specific attribute, one that is the same as the skill which inflicted the ailment in the first place. The [Poison Resistance] skill can be used to resist both the ailment, and any Poison-type damage inflicted from it if the ailment comes from a "Poison (Poison)" ailment, but it cannot help against damage from a "Poison (Smoke)" ailment. If one manages to inflict a Poison Ailment Stack value of 100 or more, the ailment will be upgraded from "Poison" to "Toxic". The Toxic ailment works the same as Poison, except it will inflict damage every 5 seconds instead of every 10th. The Ailment Stack value still reduces at every 10th second though. Garami''s comment: Poison, poison, and more poison! Bloom''s comment: It is a downpour of dangerous substances!! Undead: Gloom Skeleton
Name: Gloom Skeleton
Rank: E
Genus: Undead (Skeleton)
Attribute: Undead, Gloom-type attributes
Traits: Undead, Bone Body
Description: If you encounter this narrative on Amazon, note that it''s taken without the author''s consent. Report it. Gloom Skeletons. A subspecies of the normal Skeleton that has adapted to the attributes from the Gloom category. These ominous skeletons are one of the rarer "breeds" of their racial rank, but not impossible to find either. Do be careful, as they would gladly add you to their ranks if you are not careful and encounter them in a dark alley. Appearance: As mentioned, Gloom Skeletons are variants from the normal Skeleton, resulting in them inheriting the humanoid body their lower species had. Due to their adaption toward various attributes such as Darkness and Curse, the Gloom Skeleton''s bony body has gone from ivory white into a jet-black and ominous appearance. Abilities: Danger rank: E- (E+ in dark areas) Rarity rank: D- Among the various Skeleton subspecies, the Gloom Skeleton is the strongest when it comes to fighting in dark areas. On the other hand, their weakness to the sun seems to have increased, as their combat abilities have been enhanced by various sources that are outright incompatible with natural light. Other than that, Gloom Skeletons can come in many varieties and specialties, as their combat abilities are not limited to a single class such as with the Skeleton Mage or the Skeleton Warrior. Garami''s comment: Damn...it''s not strong against the sunlight... Bloom''s comment: Master, I think that you should have tried to aim for the Skeletons to be closer to the sun if you wished for that, not having them go further away from it. Reptile: Venom Hydra
Name: Venom Hydra
Rank: C+
Genus: Pseudo-Dragon (Hydra)
Attribute: Poison
Traits: Reptile (Poison), Serpent (Toxic), Multi-Headed, Pseudo-Dragon, Hydra
Description: The Venom Hydra is one of the many "basic" hydra species that exists on Terra Sol, and one of the most common breeds known to the general public. It is a gigantic threat to humanity, spewing poison and preying on unsuspecting adventurers if they get too close to its lairs created in poisonous swamps, making it one of the top 3 most hated hydra species at the Adventurers'' Union''s "list over dangerous monsters". The other two are the Lava Hydra and the Scream Hydra. Reading on Amazon or a pirate site? This novel is from Royal Road. Support the author by reading it there. It is common to find this creature inside Poison-based Dungeons, not that it makes it any easier to clear the related Dungeon because of that. Appearance: A Venom Hydra is a reptilian creature with four legs, one tail, and multiple heads attached to long, snake-like necks. The number is different between the different hydra species, but the Venom Hydra possesses 7 of them, making them the C-rank hydra with the most heads. The Venom Hydra is also large enough to swallow a mid-sized human with ease, and they often prey on large cows when they get close to human settlements to search for food. As one can expect from their name and attribute, the Venom Hydra''s scales are poisonous purple. Some may wish to use said scales for accessories due to the potent purple color. Abilities: Danger rank: C+ Rarity rank: C+++ As one could suspect, a Venom Hydra is extremely dangerous, coming from its venomous nature and its high self-recovery abilities. Their inborn attribute and poison-related traits grant them an intense advantage when it comes to poisoning their enemies, and even their environment, granting them not only an advantage in battle but also the ability to customize their living habitat. Fighting a Venom Hydra where they have a home-field advantage is close to suicide. On the other hand, any place that cannot turn into a poisoned swamp due to the Venom Hydra, such as a cave, would theoretically be the best possible location to fight one of these reptilian nightmares. After that, a hydra''s natural self-recovery abilities are so great that they can grow back missing heads! However, as a strange twist of fate, they are incapable of regrowing limbs or missing organs, so ignoring the heads and going straight for the main body is one of the more fruitful tactics one can employ when facing a hydra species. That is, as long as you can evade any potential giant snake mouths trying to have you for lunch. Garami''s comment: This time, the Kigal-Note''s completely forgetting about the most important thing. Just how profitable these guys are! Bloom''s comment: No, that''s just in Master''s case. Also, telling people they can earn lots of money by hunting these creatures will reduce the overall population of adventurers all over the world... Arachnid: Jorou-Gumo
Name: Jorou-Gumo
Rank: E
Genus: Youkai (Spider)
Attribute: ---
Traits: Arachnid, Youkai (Humanoid)
Description: This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there. Jorou-Gumos are a type of all-female spider-youkai that has an appearance similar to the well-known Arachne monster. Despite being a racial rank lower, these creatures are less common than the other half-spider, half-human hybrid due to their rarer rate of appearance and their elusive nature. A Jorou-Gumo acts like a seductive prostitute, hiding in large towns or villages while keeping their identity as a youkai a secret. They do not pose any potential danger to humanoids, that is unless they start fancying a certain unlucky soul. Whatever happens to these poor men is better left unspoken. Appearance: A Jorou-Gumo has an Arachne-like appearance of a female human''s upper body on top of a spider''s lower one. They have extremely thin spider legs, well-suited for weaving webs, and their human half has more often than not similar to the residence of the Wakoku country on the Luxuria continent. Black hair and lightly tanned skin is the norm there. Abilities: Danger Rank: E- (E+) Rarity Rank: D+ A Jorou-Gumo does not have much when it comes to "lethal abilities". They are good web weavers, so they could trap some unfocused prey, but other than that, they do not have much when it comes to a fight. Their charms are their strongest weapons, so you still need to be on guard if you ever encounter a Jorou-Gumo. Garami''s comment: As if I''ll ever be an OHKO case with these things. Bloom''s comment: MASTER!! Please don''t say lines such as that! They feel like they are foreshadowing something horrible! For me!! Reptile: Hashamander
Name: Hashamander
Rank: D-
Genus: Reptile (Lizard)
Attribute: ---
Traits: Reptile
Description: A Hashamander is a nightmare for adventurers. Evolved from any common lizard, this beast can conceal itself in any kind of environment, striking people without them knowing. If you spot this narrative on Amazon, know that it has been stolen. Report the violation. The subjugation of these creatures is...not as important as one would think, as these creatures live in areas far away from where your everyday citizen would travel, making the nickname "an adventurer''s nightmare" ring even more true. There is a belief that this creature was born from the experiments of an old assassin sect in the hope of creating the perfect spotter for their assassination work, but the resulting creature, believed to be the "High Hahamander", retaliated and crushed the sect in the span of a single night through repeated assassination before the sect could flee. Appearance: This lizard is the size of a small cart and is covered with dark, dagger-like scales. These scales are designed to both punish whoever touches the lizard''s body and as a deadly weapon in combat. Abilities: Danger rank: E+ (when faced in direct combat)/D+ (surprise attack) Rarity rank: D+ As its history and infamy suggest, the Hashamander is completely relying on stealth attacks. If it is allowed to play by its own rules, it is easily one of the most dangerous reptile-type monsters of its racial rank. However, should someone bring it out to the open, or in case the surprise attack fails, the Hahsamander''s combat strength equals just that of an ordinary "strong E-rank creature". While the race itself does not have an attribute it specializes in, each Hahsamander can develop stealth techniques on its own, allowing each individual to turn out quite differently from the other lizards. This variety in attributes that they can master has people believe that the "High Hashashin" told about in the legends to be a B-rank monster that has evolved from an attribute-focused Hahsamander evolution. Garami''s comment: Why is my luck with reptiles always so horrible!? Bloom''s comment: Maybe Fate wants you to obtain a gigantic reptile-leather collection? Mage-line Class: Thaumaturgist
Class: Thaumaturgist
Class-line: Mage
Tier: Intermediate
Requirement conditions:
  • MAG: 150+
  • RES: 150+
  • Cleared the quest: "Study of Miracles"
Stats:
MP+ MAG+ RES+ STR-
VIT-
Class Traits:
  • Positive correction to magic skills related to replicating "miracles".
  • Unlocks various healing- and support-related magic-type skills.
Description: A Thaumaturgist is a "Book of Style"-type magician class that has a split focus on support and healing. It is believed to have been a prototype for the Priest and Warlock classes, two classes that call upon divine beings of positive and negative Karma respectively, while Thaumaturgist ended up as a class without any such special traits. Thaumaturgist is a support-focused magician class that grants healing and supportive buffs to their allies. They are essentially "recreating divine miracles", the same kind of powers that it was supposed to be before the Priest and Warlock classes became a thing, through ordinary magic. Unlike Cleric which focuses solely on healing, or Enchanter, which is a support-only mage, Thaumaturgist does not have access to all the supportive effects the two mentioned classes possess, and the quest to unlock this class is also much more difficult compared to the two. However, the wide variety this class brings makes it no less appreciated by adventurers even when compared to the other two. Unlocked skills: This novel''s true home is a different platform. Support the author by finding it there.
Unlocks from having Thaumaturgist as the Main Class: [Healing Reinforcement Lv.1] Unlocks at Lv.1: [Support Magic Lv.1]
Unlocks at Lv.1: [Healing Magic Lv.1] Unlocks at Lv.10: [Magic Catalyst Lv.1]
Unlocks at Lv.20: [Detect Evil Lv.1] Unlocks at Lv.30: [Dispel Magic Lv.1]
Unlocks at Lv.40: [Support Reinforcement Lv.1] Unlocks at Lv.50: [Reactive Heal Lv.1]
  • [Healing Reinforcement]: A passive skill that reinforces the healing properties of one''s spells and skills.
  • [Support Magic]: A magic-type skill that grants access to several low-tier magic spells of the support category. Does not include healing spells.
  • [Healing Magic]: A magic-type skill that grants access to several low-tier healing spells. Does not include buffing-type spells.
  • [Magic Catalyst]: A passive skill that allows one to equip and make use of Magic Catalyst-type items to have them perform the chants needed to cast magic for the user.
  • [Detect Evil]: A perception-type skill that allows the Thaumaturgist to detect Evil-type targets. Mostly used to find locations where they can perform their gig of "delivering miracles" to people.
  • [Dispel Magic]: A magic-type skill that grants access to magic spells designed to remove buffs and ailments from targets.
  • [Support Reinforcement]: A passive skill that lengthens the duration of supportive buffs cast upon allies.
  • [Reactive Heal]: A magic-type skill that works alongside healing-type spells one may or may not possess. By casting a healing spell on a target while also activating this skill, one can delay the spell until when the target gets wounded and in need of healing. It sort of turns the spell into a buff that recovers damage one receives.
Garami''s comment: Ah, the typical jack-of-all, master-of-none trap. Noire''s comment: Don''t call it a trap! You should know I can master both aspects of this class better than any Cleric and Enchanter combined!! Mira''s comment: I was wondering what your class was! Scout-line Class: Treasure Hunter
Class: Treasure Hunter
Class-line: Scout
Tier: Intermediate
Requirement conditions:
  • DEX: 100+
  • Skill: [Pilfer], Lv.20+
  • Cleared the quest: "Trail of Treasures"
Stats:
RES+ DEX+
Class Traits:
  • Positive correction to skills based on locating and retrieving treasures from Dungeons and similar locations.
  • Unlocks thievery and discovery-related skills.
Description: A Treasure Hunter is a special variant of the Thief class that does not specialize in stealing items from others specifically but is more about locating and retrieving treasures lost in old ruins or Dungeons. As they do not target "people", but "areas", a Treasure Hunter''s skill set consists more of detecting and evading traps and guards, as well as locating the treasure they are on the hunt for, and the skills required to obtain the pile of wealth. Unlocked skills:
Unlocks from having Treasure Hunter as the Main Class: [Identification Lv.1] Unlocks at Lv.1: [Lockpicking Lv.1]
Unlocks at Lv.1: [Detect Treasure Lv.1] Unlocks at Lv.10: [Detect Trap Lv.1]
Unlocks at Lv.20: [Parkour Lv.1] Unlocks at Lv.30: [Disarm Trap Lv.1]
Unlocks at Lv.40: [Discovery Lv.1] Unlocks at Lv.50: [Treasure Bag Lv.1]
  • [Identification]: A T2 perception skill that allows one to confirm information about a target
  • [Lockpicking]: A passive skill that makes it easier to pick locks. The chance of successfully picking the lock depends on the Treasure Hunter''s luck and their DEX stat.
  • [Detect Treasure]: A perception skill that notes the Treasure Hunter about nearby "treasures". Generally reacts on treasure-type items.
  • [Detect Trap]: A perception skill that warns the Treasure Hunter about traps nearby. Handy to evade getting into a pinch.
  • [Parkour]: A passive skill that grants the Treasure Hunter enhanced motor skills. Needed for reaching treasures.
  • [Disarm Trap]: A passive skill that makes it easier to pick a trap apart without being busted.
  • [Discovery]: A passive skill that enhances Detection-type perception skills such as [Detect Treasure]. Information is the greatest weapon for a Treasure Hunter. There is no reason not to obtain more of it.
  • [Treasure Bag]: An active skill that grants the Treasure Hunter an Item Bag, something akin to a pocket dimension, where they can store treasure-type items they have "obtained". 1 item can be stored for every skill level.
Mira''s comment: Onward! To the dawn of new treasures!! Enjoying the story? Show your support by reading it on the official site. Garami''s comment: Hey, stop that! There are no treasures for you over at the casino! Come back!! Attack Skills: [Lightforce Chanbara]
Skill: Lightforce Chanbara
Skill Type: Attack Skill
Tier: 2
Attribute: Light
Effect:
  • Enhances sword-based attacks with the Light attribute.
    • Grants extra damage inflicted on the target.
    • Can also be used with sword-type Combat Arts.
Description: The narrative has been stolen; if detected on Amazon, report the infringement. An evolution of the [Lightforce Edge] skill, [Lightforce Chanbara] provides more damage when using swords or other types of blades than before evolving the skill. A key difference between these two skills is that [Lightforce Chanbara] can be used on Combat Arts that require a blade, while [Lightforce Edge] is restricted to only enhance the blade itself. This small difference can make quite the difference, as a swordsman''s damage output relies more on the usage of their Combat Arts compared to what the sword on its own can do. The plus side that both the Arts and the blade are granted the enhancement just further seals the deal. Mira''s comment: I object! The sword is just as important, no, IT IS EVEN MORE-! Garami''s comment: And here is when we stop listening to the sword maniac. She can reduce people''s SAN points if she''s allowed to continue without pause. Yikes... Primate: Elchied Gorilla
Name: Elchied Gorilla
Rank: C
Genus: Primate (Gorilla)
Attribute: Lightning
Traits: Greater Primate, Chief Monster
Description: An Elchied Gorilla is the "chief" of a gorilla-based monster pack, an evolution only available to individuals that have gained the respect of the entire pack. This is an honor for the primate monster, so it will live as honorable as it possibly can. You might be reading a stolen copy. Visit Royal Road for the authentic version. Elchied Gorillas are the strongest individual in their packs and the one who makes all the decisions. However, sometimes, when the Elchied gets too "fired up", the effect of being the Alpha Species may affect the other gorillas of the pack. This is even more serious when the subject of the Elchied''s agitation is related to what it holds as the "legendary fruits". There are good guesses out there, but no one has managed to figure out the answer. Mostly due to those trying to ask for the answer from a pack led by an Elchied Gorilla ending up as mincemeat before they get to hear it at all. Appearance: The Elchied Gorilla looks like a regular gorilla with black fur and of the same size. Notably are its yellow lightning-shaped marks on its fur, located on its arms, legs, and its chest. It can also attain bigger sizes due to naturally being in the possession of the skill; [Giantism], which drastically increases the gorilla''s size while in use. Abilities: Danger rank: C+ Rarity rank: B++ An Elchied Gorilla can wrap their arms in lightning, drastically increasing their physical abilities, while also inflicting harsh amounts of paralyze-ailments... if the victim even survives the already-strong gorilla''s enhanced arm strength. As a Chief monster, the Elchied Gorilla has many support-type skills, so it can act both as a vanguard to protect its brethren, or a rearguard so the younger generation can gain the experience of hunting while having the help of the Elchied''s support moves. A warning. Never come between an Elchied Gorilla-led pack when the "legendary fruit" is involved, whatever that is. The pure excitement of the pack is enough to increase the total Danger Rank for the Elchied Gorilla''s pack to A+++ in these cases. Not that they will escape without any scratches if they do so. Mira''s comment: Aaaahh..., now I get it. Garami''s comment: "Legendary fruit" + honorable + merchant that can magically teleport said fruit = one monkey army~. Reptile: Lesser Boiluna
Name: Lesser Boiluna
Rank: C+
Genus: Reptile (Serpent)
Attribute: Darkness, Moon, Water
Traits: Reptile (Darkness), Reptile (Aquatic), Serpent
Description: Unauthorized content usage: if you discover this narrative on Amazon, report the violation. The Lesser Boiluna is a massive, nocturne serpent that lives in rivers in deep jungles. They prey on animals that come to the river to drink, but they will instantly change their target if they see any humanoids. Its evolved form, the Boiluna, is said to be the personification of the river it lives in, but the Lesser variant has yet to reach the point of being called that. The Lessers also do not possess the ability to change their shape like their evolved brethren. Appearance: A Lesser Boiluna takes the appearance of a massive, black snake. Everything from their scales to their eyes, even their fangs and blood is pitch-black like tar. Abilities: Danger rank: C Rarity rank: B- A Lesser Boiluna is capable of swimming at high speed, even in small rivers. It can snap any unfortunate victims by the riverbed in a flash and its body contains a deadly poison that can affect even dragons. It does not have many opportunities to demonstrate this poison, as most of its victims get swallowed whole. While a river snake, the Lesser Boiluna can still fight to a high degree, but, as one could expect, not as well if it was in the water. The snake is also completely nocturnal, making it extremely drowsy during the day. Bloom''s comment: This creature has been reported being spotted in Tree Sea Isle''s snake territory, so we may be unlucky enough to encounter it. Garami''s comment: TCH! I hate foreshadowing... Reptile: Lesser Boitata
Name: Lesser Boiluna
Rank: C+
Genus: Reptile (Serpent)
Attribute: Fire, Wood
Traits: Reptile (Fire), Serpent
Description: A Lesser Boitata is a snake monster having a strange combination of Fire- and Wood attributes. It can be considered a type of guardian deity for jungles, but this position is often held by a fully-grown Boitata. If you come across this story on Amazon, be aware that it has been stolen from Royal Road. Please report it. Lesser Boitatas can be equally a threat or a helper of humanity. They sometimes trick humans to enter the dark river during the night with their fiery eyes as lanterns. This behavior has made researchers of monsters think there is some sort of connection to the Boitata-line and Will-O''-the-Wisps. On the other hand, the serpent may lead lost humans out of the dark jungle, making them an ally of humanity and respected as a type of guardian deity. Appearance: The Lesser Boitata is a huge, orange-colored serpent with a set of bull horns on its head and eyes that are constantly alit. The eyes will crumble to ashes when the Lesser Boitata dies, making the real appearance of the eyes one of the many mysteries of the monster world. Abilities: Danger rank: C+ Rarity rank: B Lesser Boitatas are intelligent monsters that can freely and masterly use magic without sweat. Due to their strange combination of the Wood- and Fire attributes, it can use Fire attribute moves that will not set the jungle it lives in on fire. Like with any other Greater Reptiles, the Lesser Boitata can secrete venom from its fangs. It will rather try to burn its victims though. Another strange fact about this serpent is that its fire will not go out by using water, making dirt the only possible way to extinguish the fire lit by the Lesser Boitata. The Lesser Boitata, like its evolved variant, can gain clairvoyance-like abilities during the night or in dark areas, when the blindness caused by the fire of its own eyes weakens due to the dark. It is not on the level of the evolved variant, so even weak stealth-related skills can trick the Lesser kind. Garami''s comment: Seriously! Just one of them is more than enough!! Actually, it''s overkill!!! Mira''s comment: Those eyes... I wonder if they''re worth much? Mommy needs a new sword! Traits: Common Undead-type traits
General Description: The Undead species are pretty common anywhere that is dark and gloomy. And have lots of deaths nearby. As the undead species can mirror practically any living being on Terra Sol, one can also count on there being a ridiculous amount of traits for the different undead kinds. This chapter will go through the undead species'' three "ranking" traits and 3 + 1 of the most common undead-type traits. Do note that there exist other traits geared for more specific types of the undead, such as vampires or liches, to name a few examples.
Trait: Low Undead
Abilities:
  • Undead attribute enhancements: [Small]
  • Remnant-type attribute enhancements: [Small]
  • Decreased Undead-type damage taken: [Small]
  • Decreased Remnant-type damage taken: [Small]
  • Increased Purification-type damage taken: [High]
  • Increased Glow-type damage taken: [Medium]
  • Increased Sacred-type damage taken: [High]
  • Increased stats in dark areas: [Small]
  • Passive damage in sunlight areas: [High]
  • Increased self-recovery skill effects: [Small]
  • Inverts healing/damage from moves using positive/negative life force.
  • Negates most physical status ailments
  • Negates the need for food and sleep.
  • Nightvision.
  • Negates loss of SP, except for using skills or other System-based moves.
Description: The lowest of the dead monsters are the "Low Undead". They take incredibly high damage from Purification skills and other Sacred-type skills in addition to that (Purification is also a Sacred-type skill, so the damage increase stacks). Among all the undead, the Low Undead has the worst resistance to these attributes. This even applies to the Glow-type attributes, which only visually resemble Sacred-type attributes! In addition to that, Low Undead also takes passive damage just from being in the sun, making it almost impossible for them to appear when the sun is up. But enough about their weaknesses. Low Undead are granted enhancements to Undead attribute skills and other Remnant-type skills (again, Undead is part of the Remnant category, so the enhancements stacks), they gain more out of self-recovery effects, their stats increase in areas without light sources, and they can also see perfectly fine even in pitch-black darkness. Other than that, the Low Undead takes damage from positive life energies while it recovers from negative life energies. A strict inversion of the result compared to how a living being would be affected by these energies. Finally, as they are walking corpses, the Low Undead uses no SP unless they need them for activating skills, nor can most physical status ailments affect the undead. And of course, they do not need food, drink, or even sleep.
Trait: Undead
Abilities:
  • Undead attribute enhancements: [Medium]
  • Remnant-type attribute enhancements: [Small]
  • Decreased Undead-type damage taken: [Medium]
  • Decreased Remnant-type damage taken: [Small]
  • Increased Purification-type damage taken: [Medium]
  • Increased Glow-type damage taken: [Small]
  • Increased Sacred-type damage taken: [Medium]
  • Passive damage in sunlight areas: [Medium]
  • Increased self-recovery skill effects: [Medium]
  • Inverts healing/damage from moves using positive/negative life force.
  • Negates most physical status ailments
  • Negates the need for food and sleep.
  • Nightvision.
  • Soulvision.
  • Negates loss of SP, except for using skills or other System-based moves.
Description: The average level of the undead species uses the trait...[Undead]. The various enhancements and weaknesses have been tuned up to this higher tier of the undead, but other than that, there are not many changes compared to the [Low Undead]. One change is that this tier of the trait grants the undead the ability to "see" souls, which makes them even greater at detecting living beings. Mostly so that they can attack them.
Trait: High Undead
Abilities:
  • Undead attribute enhancements: [High]
  • Remnant-type attribute enhancements: [Medium]
  • Decreased Undead-type damage taken: [High]
  • Decreased Remnant-type damage taken: [Medium]
  • Increased Purification-type damage taken: [Medium]
  • Increased Sacred-type damage taken: [Small]
  • Increased stats when exposed to moonlight: [Small]
  • Increased self-recovery skill effects: [Medium]
  • Inverts healing/damage from moves using positive/negative life force.
  • Negates most physical status ailments
  • Negates the need for food and sleep.
  • Nightvision.
  • Soulvision.
  • Negates loss of SP, except for using skills or other System-based moves.
Description: Stolen content warning: this content belongs on Royal Road. Report any occurrences. The [High Undead] is the trait granted only to the worst of the worst when it comes to the undead. The attribute enhancers have been cranked up to the next level while the damage modifiers have been recalculated yet again. An important change is that [High Undead] no longer takes damage from sunlight, nor extra damage from Glow-type attributes. In exchange, they now gain a positive correction to their stats whenever they are exposed to moonlight, which makes them still wish to fight in the middle of the night even now.
Trait: Bone Body
Abilities:
  • Increases the values of SPD stat: *1.5
  • Decreases the values of HP & VIT stats: *0.7
  • Increased Blunt-type damage taken: [High]
  • Decreased Pierce-type damage taken: [High]
  • Enhances physical status ailment resistance through traits to "Immunity".
Description: [Bone Body] is the racial trait of the Skeleton undead. As they are made completely out of bones, they are extremely brittle to blunt-type attacks, but their defense against piercing attacks is just as extreme. Due to their lightweight bodies, Skeletons obtain a boost to their SPD, and not to be redundant, but their defenses are frail. So much that their HP and VIT are lower than what their status values show. One good thing about their bony bodies is that physical status ailments are completely useless against them. There is no flesh or blood to spread the ailment through!
Trait: Corpse Body
Abilities:
  • Increases the values of HP, VIT, & RES stats: *1.4
  • Decreases the values of SPD & DEX stats: *0.8
  • Increased Fire-type damage taken: [High]
  • Enhanced body odor.
  • Reduced functionality of one''s five senses.
Description: Zombies possess the [Corpse Body] trait, which gives them higher physical durability, but in exchange...there are a lot of demerits. First, there is a high increase in damage taken from Fire-type attacks. Luckily, it does not extend to other attributes such as Smelt and Sun, which also uses "burning"-type skills. Other than that, a Zombie is quite clumsy. They are slow and can''t handle delicate movements. Not to forget about their weakened senses, leaving them half-blind, half-deaf, half..., you get the idea. And finally, they smell. Like, extremely bad. The funny thing about this effect is that the few rare Zombies who have evolved so they almost have turned humanlike use this to their advantage, as the effect does not specify "bad smell" only. Usually, it is female Zombies of this kind that uses this strategy.
Trait: Spectral Body
Abilities:
  • Increases the values of MP & MAG stats: *1.5
  • Decreases the values of HP & VIT stats: *0.7
  • Decreases physical-type damage taken: [Max]
  • Increases magical-type damage taken: [High]
  • Increases Glow-type damage taken: [Medium]
  • Positive correction to using Ghost-based skills: [High]
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... If you discover this tale on Amazon, be aware that it has been unlawfully taken from Royal Road. Please report it. 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: Unauthorized duplication: this tale has been taken without consent. Report sightings. 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: Unauthorized use: this story is on Amazon without permission from the author. Report any sightings. 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: This story has been unlawfully obtained without the author''s consent. Report any appearances on Amazon. 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: Love what you''re reading? Discover and support the author on the platform they originally published on. 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:
HP+ VIT+ RES+ MAG-
SPD-
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! A case of literary theft: this tale is not rightfully on Amazon; if you see it, report the violation. 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:
VIT+ RES+ MAG-
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]. Support the creativity of authors by visiting the original site for this novel and more. 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. The tale has been stolen; if detected on Amazon, report the violation. 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: Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere. 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. The tale has been taken without authorization; if you see it on Amazon, report the incident. 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". Unauthorized duplication: this narrative has been taken without consent. Report sightings. 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: The narrative has been stolen; if detected on Amazon, report the infringement. 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. The story has been stolen; if detected on Amazon, report the violation. 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: Enjoying the story? Show your support by reading it on the official site. [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: Unauthorized content usage: if you discover this narrative on Amazon, report the violation. 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:
STR+ SPD+ DEX+ VIT-
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]!? This novel is published on a different platform. Support the original author by finding the official source. 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:
MP+ MAG+ RES+ SP-
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. Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings. 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:
DEX+ RES+
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]. A case of content theft: this narrative is not rightfully on Amazon; if you spot it, report the violation. 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:
MAG+ RES+ STR-
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. Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings. 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: Did you know this story is from Royal Road? Read the official version for free and support the author. 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: Support the creativity of authors by visiting Royal Road for this novel and more. [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. Unauthorized content usage: if you discover this narrative on Amazon, report the violation. 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. The genuine version of this novel can be found on another site. Support the author by reading it there. 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: You could be reading stolen content. Head to Royal Road for the genuine story. [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. Love this novel? Read it on Royal Road to ensure the author gets credit. 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... The author''s narrative has been misappropriated; report any instances of this story on Amazon. 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:
STR+ VIT+ MAG+ HP-
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. The narrative has been illicitly obtained; should you discover it on Amazon, report the violation. 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:
HP+ VIT+ RES+ SPD-
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... This story originates from a different website. Ensure the author gets the support they deserve by reading it there. 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:
MP+ RES+
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. Ensure your favorite authors get the support they deserve. Read this novel on the original website. 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:
MP+ MAG+ RES+ VIT-
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: This novel''s true home is a different platform. Support the author by finding it there.
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: The narrative has been illicitly obtained; should you discover it on Amazon, report the violation. [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: Stolen content alert: this content belongs on Royal Road. Report any occurrences. 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:
MP+ MAG+ RES+ VIT-
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!! Stolen content alert: this content belongs on Royal Road. Report any occurrences. 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: Reading on this site? This novel is published elsewhere. Support the author by seeking out the original. 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. The genuine version of this novel can be found on another site. Support the author by reading it there. 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: Unauthorized use: this story is on Amazon without permission from the author. Report any sightings. [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:
  • Quest: [Path to Light]
Stats:
SP+ DEX+ STR-
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? Unauthorized content usage: if you discover this narrative on Amazon, report the violation. 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. A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation.
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. You might be reading a pirated copy. Look for the official release to support the author. 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: Enjoying the story? Show your support by reading it on the official site. 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:
SP+ STR+ MAG-
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!! This narrative has been unlawfully taken from Royal Road. If you see it on Amazon, please report it. 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:
STR+ DEX+
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? If you discover this tale on Amazon, be aware that it has been stolen. Please report the violation. 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:
MP+ MAG+ RES+ STR-
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. If you encounter this story on Amazon, note that it''s taken without permission from the author. Report it. 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. Stolen story; please report. 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:
HP+ STR+ VIT+ MAG-
SPD-
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!! If you encounter this tale on Amazon, note that it''s taken without the author''s consent. Report it. 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:
SP+ DEX+
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~! If you spot this tale on Amazon, know that it has been stolen. Report the violation. 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: Did you know this text is from a different site? Read the official version to support the creator. [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.
Description: Among the various Perception-type skills, [Intuition] might be considered the most useful one for non-Scouts in its tier. Unauthorized content usage: if you discover this narrative on Amazon, report the violation. 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]
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.
Rewards:
  • None.
Description: A title obtained by mastering both Gem and Gravity. Mind me asking if you can provide a ring for me? No? Damn... Reading on this site? This novel is published elsewhere. Support the author by seeking out the original.
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.
Description: Find this and other great novels on the author''s preferred platform. Support original creators! [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. Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere. 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~?