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061.4 Skills
Up to Volume Two (Companions)
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Translator : PolterGlast
Mage: Fire Magic
- Fire: Casts a fireball attack at one target. MATK
+25. Has a 10% chance to inflict Burn status. Consumes 5 MP. Cannot
be used for 1 minute after activation (Active Skill).
- Firewall: Creates a wall of fire to defend
against enemy attacks. Consumes 7 MP. Cannot be used for 1 minute after
activation (Active Skill).
- Firestorm: Unleashes a fiery tornado attack on
multiple targets. MATK +50. Has a 30% chance to inflict Burn
status. Consumes 10 MP. Cannot be used for 2 minutes after activation
(Active Skill).
Mage: Null Magic
- Mana Hand: Uses a null-attribute mana arm to
attack or restrain a target. MATK +15. Consumes 5 MP + 1 point
every 5 seconds. Cannot be used for 3 minutes after activation (Active
Skill).
- Mana Slash: Unleashes a null-attribute mana slash. MATK
+30. Consumes 8 MP. Cannot be used for 3 minutes after activation (Active
Skill).
- Mana Strike: Unleashes a null-attribute mana spear
attack. MATK +50. Consumes 10 MP. Cannot be used for 5 minutes
after activation (Active Skill).
Mage: Magic Power Manipulation (Medium)
- Assists in
spell activation. INT +30 points (Passive Skill).
Mage Lv10: Magic Sense (Medium)
- Can sense
magic in the surroundings (Passive Skill).
Mage Lv20: Magic Power Boost (Medium)
- MATK +100 (Passive Skill).
Mage Lv25: Source of Magic (Low)
- Automatically
recovers MP. Recovers 18 points per minute (Passive Skill).
Mage Lv30: Multiple Magic (Low)
- Can cast 2
types of magic simultaneously. MP consumption is 1.3 times. Cannot be used
for 5 minutes after activation (Active Skill).
Mage Lv35: Magic Synthesis (Minor)
- Synthesizes
multiple spells. MP consumption is 1.5 times. Cannot be used for 1 minute
after activation (Active Skill).
Rosalina's
Unique Skill
Fighting Spirit (Medium)
- For 1 minute
only, arbitrarily quadruples one of the following ability scores: ATK,
DEF, MATK, MDEF. Consumes 20 MP. Cannot be used for 1 hour after activation
(Active Skill).
Battle
Master Skills
Fierce Strike
- When
attacking, ATK +50 points (Passive Skill).
Iron Fist (Medium)
- Attack using
fists. For 3 minutes, ATK +45 points. Consumes 10 MP. Cannot be
used for 5 minutes after activation (Active Skill).
Kick Attack (Medium)
- Attack using
feet. For 3 minutes, ATK +50 points. Consumes 11 MP. Cannot be used
for 7 minutes after activation (Active Skill).
Defense Break (Medium)
- When
attacking, has a 30% chance to lower enemy's VIT by 10 to 15
points. OR lower equipment durability by 15 points (Passive Skill).
Battle Master Lv10: HP Recovery (Medium)
- Recovers 70
HP. Consumes 5 MP. Cannot be used for 5 minutes after activation (Active
Skill).
Battle Master Lv20: Ki Technique (Medium)
- For 5
minutes, envelops fists with Ki, dealing null-attribute damage. MATK
+50 points. Consumes 9 MP (Active Skill).
Battle Master Lv25: Rush (Low)
- Attack count
increases by 3 times for 1 minute. ATK +30 points. Consumes 8 MP.
Cannot be used for 5 minutes after activation (Active Skill).
Battle Master Lv30: Peerless (Minor)
- For 30
seconds, ATK +100 points, MATK +100 points, AGI +100
points. Consumes 50 MP. Cannot be used for 1 hour after activation (Active
Skill).
Battle Master Lv35: Arc Cannon (Minor)
- Fires Ki
from the fist. ATK +15 points. Range is 10 meters. Consumes 3 MP
(Active Skill).
Strong-Armored
Knight Skills
Strong Arm (Medium)
- ATK +40 points (Passive Skill).
Toughness (Medium)
- HP +70 points, DEF +25 points, MDEF
+25 points (Passive Skill).
Anger Lock (Medium)
- Fixes target
enemy's aggro to self. Consumes 3 MP. Duration: 2 minutes. Cannot be used
for 15 seconds after activation (Active Skill).
HP Recovery (Medium)
- Recovers 100
HP. Consumes 12 MP. Cannot be used for 2 minutes after activation (Active
Skill).
Strong-Armored Knight Lv10: Power Attack
(Medium)
- Weapon
technique for one-handed weapons such as swords or clubs. Delivers a
powerful blow to an enemy. ATK 3x. Consumes 8 MP. Cannot be used for 10
minutes after activation (Active Skill).
Strong-Armored Knight Lv15: Sacrifice (Medium)
- For 1 time,
takes an attack meant for an ally in their place. Cannot be used for 1
minute 20 seconds after activation (Active Skill).
Strong-Armored Knight Lv20: Iron Wall (Medium)
- Reduces
damage taken by 20% for 1 minute. Consumes 3 MP. Cannot be used for 3
minutes after use (Active Skill).
Strong-Armored Knight Lv25: Shield Attack
(Low)
- Shield
technique. Deals knockback effect for 5 seconds. Significantly increases
aggro. Consumes 3 MP. Cannot be used for 2 minutes after activation (Active
Skill).
Strong-Armored Knight Lv30: Violence Attack
(Minor)
- Attack power
increases the more damage taken. ATK +10 per hit. Consumes 3 MP per
hit. Cannot be used for 30 minutes after activation (Active Skill).
Strong-Armored Knight Lv35: Fortress (Minor)
- Reduces
damage taken by 30%. Consumes 3 MP per damage taken (Active Skill).
Sword
Master Skills
Slash (Medium)
- Sword
technique. Deals a slash to an enemy. ATK 3x. Consumes 8 MP. Cannot be
used for 2 minutes after activation (Active Skill).
Insight (Medium)
- Evasion rate
increases by 30% (Passive Skill).
Parry (Medium)
- Parries
attacks with a sword. Success rate increases by 50% (Passive Skill).
Triple Slash (Medium)
- Sword
technique. Deals three consecutive slashes to an enemy. ATK 3.5x. Consumes
6 MP. Cannot be used for 3 minutes after activation (Active Skill).
Sword Master Lv10: Illusionary Sword (Medium)
- Does not
take damage for 3 minutes. ATK +80 points. Consumes 15 MP. Cannot
be used for 10 minutes after activation (Active Skill).
Sword Master Lv20: Secret Sword Slash (Medium)
- For 30
seconds, ATK increases by 5x. Consumes 40 MP. Cannot be used for 30
minutes after activation (Active Skill).
Sword Master Lv30: Dragon's Roar Slash (Minor)
- Defense-ignoring
attack. Always deals 200 points of damage. Consumes 50 MP. Cannot be used
for 3 minutes after activation (Active Skill).
Lance
Saint Skills
Holy Lance Summon (Medium)
- Can summon
an intermediate holy lance for 10 minutes only. When attacking with the
holy lance, ATK+130 and deals additional holy-attribute damage. Consumes
10 MP. Cannot be used for 20 minutes after use (Active Skill).
Triple Thrust (Medium)
- Lance
technique. Delivers 3 consecutive thrusts to an enemy. ATK 3.5x. Consumes
10 MP (Active Skill).
Body Reinforcement (Medium)
- Increases
own STR, VIT, AGI, INT, MIN, and DEX ability scores by 50 points each
(Passive Skill).
Cyclone Lance (Medium)
- Lance
technique. ATK 2.5x. Deals additional wind-attribute damage. Consumes 9
MP. Cannot be used for 5 minutes after activation (Active Skill).
Lance Saint Lv8: Power Lance (Medium)
- Lance
technique. ATK 4x. Consumes 11 MP. Cannot be used for 5 minutes after
activation (Active Skill).
Lance Saint Lv15: Lightning Lance (Medium)
- Lance
technique. ATK 2.5x. Deals additional lightning-attribute damage. Consumes
9 MP. Cannot be used for 5 minutes after activation (Active Skill).
Lance Saint Lv22: Pierce (Low)
- Defense-ignoring
attack. Always deals 200 points of damage. Consumes 50 MP. Cannot be used
for 5 minutes after activation (Active Skill).
Lance Saint Lv30: Saint Strike (Minor)
- Lance
technique. ATK 3x. Deals additional holy-attribute damage. Consumes 10 MP.
Cannot be used for 5 minutes after activation (Active Skill).
Adventurer
Skills
Movement Route (Medium)
- Provides the
shortest route to a destination (Passive Skill).
Monster Encyclopedia (Medium)
- Informs of
monster race and provides a strength indicator compared to one's own level
(Active Skill).
Trap (Medium)
- Sets,
discovers, and disarms traps (Passive Skill).
Danger Sense (Medium)
- Senses
danger (Passive Skill).
Adventurer Lv5: Item Box (Medium)
- Can store 30
items (Active Skill).
Adventurer Lv13: Discernment (Medium)
- Can
accurately discern the value of items (Active Skill).
Adventurer Lv20: Wide-Area Search (Low)
- Can sense
monsters, traps, treasure chests, and human presences within a 200-meter
radius. Consumes 20 MP. Cannot be used for 5 minutes after activation
(Active Skill).
Adventurer Lv28: Sure-Hit (Minor)
- Attacks
always hit targets within 10 meters. Consumes 10 MP (Active Skill).
Necromancer
Skills
Catalyst Creation (Medium)
- Creation
skill. Can create 10 F-rank catalysts from F-rank magic stones. Consumes
10 MP (Active Skill).
- Creation
skill. Can create 10 E-rank catalysts from E-rank magic stones. Consumes
20 MP (Active Skill).
- Creation
skill. Can create 10 D-rank catalysts from Dark D-rank magic stones.
Consumes 30 MP (Active Skill).
Bone Kin Summon (Medium)
- Skeleton
Summon: Consumes
F-rank catalyst to summon a skeleton. Consumes 3 MP. Consumes 3 MP per
hour per familiar (Active Skill).
- Skeleton Soldier
Summon: Consumes
E-rank catalyst to summon a skeleton soldier. Consumes 8 MP. Consumes 8 MP
per hour per familiar (Active Skill).
- Skeleton
Knight Summon: Consumes
D-rank catalyst to summon a skeleton knight. Consumes 15 MP. Consumes 15
MP per hour per familiar (Active Skill).
Familiar Enhancement (Medium)
- STR, VIT, AGI, INT, MIN,
and DEX of familiars +30 points each (Passive Skill).
Necromancer Lv10: Corpse Kin Summon (Medium)
- Ghoul Summon: Consumes E-rank catalyst to summon a
ghoul. Consumes 4 MP. Consumes 4 MP per hour per familiar (Active Skill).
- Ghoul
Powered Summon: Consumes
D-rank catalyst to summon a ghoul powered. Consumes 9 MP. Consumes 9 MP
per hour per familiar (Active Skill).
- Ghoul
Assassin Summon: Consumes
C-rank catalyst to summon a ghoul assassin. Consumes 17 MP. Consumes 17 MP
per hour per familiar (Active Skill).
- Note: C-rank catalysts cannot be created
yet.
Necromancer Lv10: Ethereal Kin Summon (Medium)
- Ghost Summon: Consumes E-rank catalyst to summon a
ghost. Consumes 5 MP. Consumes 5 MP per hour per familiar (Active Skill).
- High Ghost
Summon: Consumes
D-rank catalyst to summon a high ghost. Consumes 10 MP. Consumes 10 MP per
hour per familiar (Active Skill).
- Wraith
Summon: Consumes
C-rank catalyst to summon a wraith. Consumes 20 MP. Consumes 20 MP per
hour per familiar (Active Skill).
- Note: C-rank catalysts cannot be created
yet.
Necromancer Lv20: Familiar Synthesis (Low)
- Synthesizes
3 familiars of the same rank to evolve them into a more powerful familiar.
Consumes 20 MP (Active Skill).
Digression
- Generally,
nobles also start with the Villager job upon birth. They clear job
change conditions by receiving education and gaining experience as nobles.
The education they receive includes law, political science, and economics,
but to be precise, they must also learn strategy, tactics, and
agriculture. Experience is similar. It's not necessary to be perfect in
everything, but being shallowly learned is unacceptable. And most
importantly, their mindset. The attitude of leading people and improving
the lives of their subjects is crucial. Therefore, individuals with the Noble
job are considered excellent rulers.
- Anyone who
commits theft or murder will automatically have their job change to Bandit.
However, in the case of minor theft, one becomes a Bandit after
repeating it several times.
- One needs to
go to a temple to change jobs, but nobles whose jobs have changed to Bandit
can bribe a priest to change their job back to Villager or other
available jobs. However, not all priests will act for money.
- Record cards
are not bound by human law. There are reportedly some crimes that are not
recorded on record cards even if human law is violated.
- Toi
infiltrates government offices and retrieves evidence, but this is a gray
area. In the case of government offices and the Shardina Bandit Gang's
hideout, the purpose is self-defense. Self-defense is a right granted to
all individuals. However, there must be absolute certainty that criminals
are present. Otherwise, it would be mere trespassing. Furthermore, sneaking
into the Duke's castle was to deliver evidence of crimes to the Duke, so
this is also a gray area. Actions for self-defense are tolerated to a
certain extent. Moreover, delivering evidence to the Duke leads to the
exposure of criminals. It becomes a good deed. In a cost-benefit analysis,
it shifts to the positive side. Furthermore, Toi is being targeted because
the Duke's crackdown is insufficient. As a result, even some of the Duke's
subordinates were involved in criminal activities. If the Duke's side had
properly cracked down on criminals, Toi would not have needed to
infiltrate the castle. By the way, if one is caught sneaking into the
castle, they will be judged as a criminal. This is done under human law.
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