Swordsmanship
Conditions of meeting: None
On Level Up: HP + 5 Muscle Strength + 2 Agility + 1
Description: Plus microcorrection to sword technology according to level.
[Sword King]
Conditions: Automatically meet swordsmanship by taking it to level 100.
On Level Up: HP + 10 Muscle Strength + 4 Agility + 2
Description: Plus correction to sword technology according to level.
[Martial Arts]
Conditions of meeting: None
On Level Up: HP + 5 Muscle Strength + 1 Endurance + 1 Agility + 1
Description: Plus microcorrection to martial arts according to level.
[Martial King]
Conditions: Automatically meet by taking martial arts to level 100.
On Level Up: HP + 10 Muscle Strength + 2 Endurance + 2 Agility + 2
Description: Plus correction to martial arts according to level.
[Caning]
Conditions of meeting: None
On Level Up: HP + 5 Muscle Strength + 1 Endurance + 1 Magic + 1
Description: Plus microcorrection to cane technology according to level.
[Wand King]
Conditions: Automatically meet by taking wand technique to level 100.
On Level Up: HP + 10 Muscle Strength + 2 Durability + 2 Magic + 2
Description: Positive correction to cane technology according to level.
[Defensive technique]
Conditions of meeting: None
Upon Level Up: HP + 10 Endurance + 2
Description: Plus microcorrection to defense technology according to level.
[Defensive King]
Conditions: Automatically meet by taking Defense Techniques to Level 100.
Upon leveling: HP + 20 Endurance + 4
Description: Plus correction to defense technology according to level.
[Qigong]
Conditions of meeting: None
On Level Up: MP + 10 Endurance + 1 Dexterity + 1
Description: Plus microcorrection to pneumatic techniques according to level.
[Throw]
Conditions of meeting: None
On Level Up: Muscle Strength + 2 Dexterity + 2
Description: Plus microcorrection to throwing technique according to level.
[Rock throwing]
Conditions for meeting: Automatically meet by setting the throw to level 100.
On Level Up: Muscle Strength + 4 Dexterity + 4
Description: Positive correction to throwing technique according to level.
[Strong shoulder]
Conditions of meeting: None
On Level Up: Muscle Strength + 3 Dexterity + 1
Description: Plus microcorrection to the limit distance to throw things away depending on the level.
[Overshoulder]
Conditions: Automatically meet by setting strong shoulders to level 100.
On Level Up: Muscle Strength + 6 Dexterity + 2
Description: Positive correction to the limit distance to throw things away depending on the level.
[Armor]
Conditions of meeting: None
Upon Level Up: Endurance + 4
Description: Micro-cut the damage caused by physics depending on the level.
[Iron Wall]
Conditions: Automatically meet armor by setting it to level 100.
Upon Level Up: Endurance + 8
Description: Cut the damage caused by physics according to the level.
[Avoidance]
Conditions of meeting: None
On Level Up: Agility + 3 Dexterity + 1
Description: Plus micro correction to avoidance force depending on level.
[Detachment]
Conditions: Automatically meet by taking evasion to level 100.
On Level Up: Agility + 6 Dexterity + 2
Description: Positive correction to avoidance force depending on level.
[Instantaneous force]
Conditions of meeting: None
On Level Up: Muscle Strength + 1 Agility + 3
Description: Plus microcorrection to the instantaneous force depending on the level.
[Shrinkage]
Conditions: Automatically meet by setting the instantaneous force to level 100.
On Level Up: Muscle Strength + 2 Agility + 6
Description: Plus correction to the instantaneous force depending on the level.
[Jump]
Conditions of meeting: None
On Level Up: Agility + 2 Dexterity + 2
Description: Plus slight correction to the jumping force depending on the level.
[Empty kick]
Conditions: Automatically meet by setting the jump to level 100.
On Level Up: Agility + 4 Dexterity + 4
Description: Plus correction to the jumping force according to level.
Allows for one leap in the air every ten levels.
Swimming
Conditions of meeting: None
On Level Up: HP + 10 Muscle Strength + 1 Agility + 1
Description: Plus microcorrection to swimming techniques according to level.
[Flaming magic]
Conditions of meeting: None
Upon Level: MP + 5 Magic + 2 Intelligence + 1
Description: Meet the magic of flame lineage according to level.
Level 1: Ember (puts out a small fire at your fingertips about the seed fire)
Level 10:?
Level 20:?
Level 30: Fireball (releases small fireballs)
Level 40:?
Level 50:?
Level 60: Heatwave (causing hot air with flames. fortify the flame after)
Level 70: Burnwall (forms a flame barrier)
Level 80:?
Level 90:?
Level 100: Deary (Extensively releasing flaming vortex forward)
The following can be met by scrolling. Can be used if the level is higher.
Level 80: Firestorm (swallows specified range with strong flames)
[Red Flame Magic]
Condition: Automatically meet Flame Magic by taking it to level 100.
Upon Level: MP + 10 Magic + 4 Intelligence + 2
Description: Meet the magic of flame lineage according to level.
Level 1: Blaze Enchant (Grants Flame Attributes to Weapons)
Level 10:?
Level 20:?
Level 30:?
Level 40:?
Level 50:?
Level 60:?
Level 70:?
Level 80:?
Level 90:?
Level 100:?
[Water magic]
Conditions of meeting: None
Upon Level: MP + 5 Magic + 2 Intelligence + 1
Description: Meet the magic of the water system according to level.
Level 1: Water (Bring out some clean drinking water)
Level 10: Aquabreath (turns target water into clean drinking water)
Level 20:?
Level 30:?
Level 40: Walk (make water walkable)
Level 50: Aquawaltz (manipulates existing water)
Level 60:?
Level 70:?
Level 80:?
Level 90:?
Level 100:?
[Watercolor magic]
Conditions: Automatically meet water magic by taking it to level 100.
Upon Level: MP + 10 Magic + 4 Intelligence + 2
Description: Meet the magic of the water system according to level.
Level 1: AquaEnchant (Grants Water Attributes to Weapons)
Level 10:?
Level 20: Silt Club (forms the shield of the crust)
Level 30: Kvarele (forming a walnut-shaped water with imparting poison and paralysis)
Level 40:?
Level 50: Labyris orca (forming water of type ")
Level 60: Slugdraw (forming a giant slug-shaped water that exhales bubbles surrounding the impact)
Level 70: Grand Wave (causing a huge tsunami)
Level 80: Vaarvar (forming superd-class whale-shaped water)
Level 90:?
Level 100: Tacitan Tortuga (forms a shield of methyl)
[Ethereal Dragon Magic]
Condition: Automatically meet Watercolor Magic by taking it to level 100.
Upon Level: MP + 20 Magic + 8 Intelligence + 4
Description: Meet the magic of the water system according to level.
Level 1: Vaderlizates (grants the weapon a water attribute, a super-powerful slaughter attribute)
Level 10:?
Level 20:?
Level 30:?
Level 40:?
Level 50:?
Level 60:?
Level 70:?
Level 80:?
Level 90:?
Level 100:?
[Soil magic]
Conditions of meeting: None
Upon Level: MP + 5 Magic + 2 Intelligence + 1
Description: Meet the magic of earthlineage according to level.
Level 1: ment (produce a small amount of soil stored with nutrients)
Level 10: Herbs (Generate Herbs)
Level 20: snare (generates shallow pitfalls)
Level 30: Shackle Glass (produces grass that wraps around your feet)
Level 40: Bean Wip
Level 50: Rocklance (Releases Stone Spear)
Level 60: Solid dart (soil solidifies to the subject and becomes a defensive wall)
Level 70:?
Level 80:?
Level 90:?
Level 100: Scalpel (make armor out of rocks and plants)
The following can be met by scrolling. Can be used if the level is higher.
Level 30: Valent (produces plants that inhale water and spit nutrients out into the soil)
[Earth Magic]
Conditions: Automatically meet the earth magic by taking it to level 100.
Upon Level: MP + 10 Magic + 4 Intelligence + 2
Description: Meet the magic of earthlineage according to level.
Level 1:?
Level 10:?
Level 20:?
Level 30:?
Level 40:?
Level 50:?
Level 60:?
Level 70:?
Level 80:?
Level 90:?
Level 100:?
[Light Magic]
Conditions of meeting: None
Upon Level: MP + 5 Magic + 2 Intelligence + 1
Description: Meet the magic of the light system according to level.
Level 1: Heel (heals small wounds)
Level 10: Cure (Cure Poison)
Level 20: Parameter (cures paralysis)
Level 30: Light heel (heals wounds)
Level 40: Regeneration (grant automatic recovery)
Level 50: Glitter lance (releases spear of light)
Level 60: All-cure (cures state anomalies except some)
Level 70: Reflect (forming a light barrier)
Level 80: Recover brace (imparts state abnormal resistance)
Level 90: Heel Circle (Heals Extensive Wounds)
Level 100: Heel Glare (Heals Serious Injuries)
The following can be met by scrolling. Can be used if the level is higher.
Level 30: Refresh (stabilizes the spirit of the subject being touched)
Level 80: Flage (visually transparent the subject)
[Glowing magic]
Conditions: Automatically meet by taking Light Magic to level 100.
Upon Level: MP + 10 Magic + 4 Intelligence + 2
Description: Meet the magic of the light system according to level.
Level 1: Holy Enchant (Grants Light Attributes to Weapons)
Level 10: Grint Ball (Releases Flashing Balls of Light)
Level 20:?
Level 30: Hard Reflect (forms a strong light barrier)
Level 40:?
Level 50: Armadibain brace (imparts light armor to the surface of the body)
Level 60: Gardobarista (emits a giant pile of light)
Level 70:?
Level 80:?
Level 90:?
Level 100:?
[Dark magic]
Conditions of meeting: None
Upon Level: MP + 5 Magic + 2 Intelligence + 1
Description: Meet the magic of the dark lineage according to level.
Level 1: ADVA (puts out mud containing weak poison)
Level 10: Gravi (increases or decreases the weight of objects touched)
Level 20: Diese (Generates Black Smoke)
Level 30: Vile (Makes Bodies Poor Zombies)
Level 40: Dark (seals the subject's vision)
Level 50: Climb Lance (Releases Dark Spear)
Level 60: Viobom (releases a mass of poisonous water)
Level 70: Gravas (increases or decreases a wide range of weights)
Level 80:?
Level 90: Diesefilt (generates black smoke extensively)
Level 100:?
The following can be met by scrolling. Can be used if the level is higher.
Level 30: Fume Fog (Generates Poison Fog)
Level 30: Daus (puts poisonous liquid in hand)
Level 30: Hearthash (shakes the spirit of the subject you are touching)
Level 70: All-break (slightly reduces all status of the subject)
[Dark black magic]
Condition: Automatically meet Dark Magic by taking it to level 100.
Upon Level: MP + 10 Magic + 4 Intelligence + 2
Description: Meet the magic of the dark lineage according to level.
Level 1: Dark Enchant (Grants Dark Attributes to Weapons)
Level 10:?
Level 20: Advar (Generate Poison Marsh)
Level 30: Vythor (zombies the body without losing ability)
Level 40:?
Level 50:?
Level 60:?
Level 70:?
Level 80:?
Level 90:?
Level 100:?
[Magic Temperature]
Conditions of meeting: None
On Level Up: MP + 10 Magic + 1
Description: Minimally reduce consumption MP due to magic use according to level.
[Magic perception]
Conditions of meeting: None
Upon Level: Magic + 1 Luck + 3
Description: Plus microcorrection to the power to perceive magic flow according to level.
[Magic Coverage]
Conditions: Automatically meet by setting Magic Awareness to Level 100.
Upon Level: Magic + 2 Luck + 6
Description: Positive correction to the power to perceive magic flow according to level.
[Hazard Detection]
Conditions of meeting: None
Upon Level: Agility + 1 Luck + 3
Description: Plus microcorrection to the power to detect crises according to level.
[Hazard coverage]
Conditions for meeting: Automatic meeting by setting hazard detection to level 100.
Upon Level: Agility + 2 Luck + 6
Description: Positive correction to the power to detect crises according to level.
[Danger All Known]
Conditions for meeting: Automatic meeting by setting hazard coverage to level 100.
Upon Level: Agility + 4 Luck + 12
Description: Plus major correction to the power to detect crises according to level.
[Protection]
Conditions for meeting: Only relevant professions can meet.
Upon Level: Endurance + 1 Magic + 2 Luck + 1
Description: Plus microcorrection to state anomaly resistance according to level.
Plus microcorrection to the power to retreat unhappiness depending on the level.
[Pharmacology]
Conditions for meeting: Only relevant professions can meet.
Level Up: Magic + 1 Intelligence + 3
Description: Plus microcorrection to drug making skills according to level.
Plus microcorrection to herbal knowledge according to level.
[Formulation]
Conditions: Automatically meet by taking herbal science to level 100.
Upon Level: Magic + 2 Intelligence + 6
Description: Positive correction to drug making skills according to level.
Positive correction to herbal knowledge according to level.
[Computation]
Conditions of meeting: None
Upon Level: Intelligence + 4
Description: Plus microcorrection to thinking speed according to level.
[Fast thinking]
Conditions: Automatically meet by setting the operation to level 100.
Upon Level: Intelligence + 8
Description: Plus correction to thinking speed according to level.
[Parallel Thoughts]
Conditions: Automatically meet by bringing fast thinking to level 100.
Upon Level: Intelligence + 16
Description: Plus big correction to thinking speed according to level.
A number of different ideas can be processed simultaneously depending on the level.
[Commander]
Conditions of meeting: None
Upon Level: Intelligence + 2 Dexterity + 2
Description: Plus microcorrection to control force according to level.
[Guts]
Conditions of meeting: None
On Level Up: HP + 5 Muscle Strength + 1 Endurance + 2
Description: Plus microcorrection to strength of will depending on level.
[Iron Heart]
Conditions: Automatically meet by setting your guts to level 100.
On Level Up: HP + 10 Muscle Strength + 2 Endurance + 4
Description: Plus correction to strength of will depending on level.
[Inspiration]
Conditions of meeting: None
On Level Up: Muscle Strength + 2 Endurance + 2
Description: Plus micro correction to exciting forces according to level.
[Flag]
Conditions: Automatically meet by setting the inspiration to level 100.
On Level Up: Muscle Strength + 4 Endurance + 4
Description: Positive correction to exciting forces according to level.
[Solitude]
Conditions of meeting: None
On Level Up: MP + 10 Endurance + 2
Description: Positive microcorrection when acting alone according to level.
[Speech]
Conditions of meeting: None
Upon Level: Intelligence + 1 Dexterity + 2 Luck + 1
Description: Plus slight correction to speaking skills according to level.
[Singing]
Conditions of meeting: None
On Level Up: HP + 5 Dexterity + 3
Description: Plus microcorrection to singing skills according to level.
[Princess Singing]
Conditions: Automatically meet by setting the singing to level 100.
On Level Up: HP + 10 Dexterity + 6
Description: Positive correction to singing skills according to level.
[Friendship]
Conditions of meeting: None
On Level Up: Dexterity + 1 Luck + 3
Description: Plus micro-correct to your friendship, depending on the level.
[Teachings]
Conditions of meeting: None
Upon Level: Intelligence + 1 Dexterity + 3
Description: Plus microcorrection to instruction according to level.
[Cooking]
Conditions of meeting: None
On Level Up: Muscle Strength + 1 Dexterity + 2 Luck + 1
Description: Plus microcorrection to cooking techniques according to level.
[Supernatural]
Conditions: Automatically meet cooking by setting it to level 100.
On Level Up: Muscle Strength + 2 Dexterity + 4 Luck + 2
Description: Plus correction to cooking techniques according to level.
[Dismantling]
Conditions of meeting: None
On Level Up: Dexterity + 4
Description: Plus microcorrection to material dismantling techniques according to level.
[Sleep well]
Conditions of meeting: None
Upon Level Up: HP + 10 Endurance + 2
Description: Plus microcorrection for sleep resilience according to level.
[Carnivore]
Conditions of meeting: None
Upon Level: HP + 10 Endurance + 1 Luck + 1
Description: Plus microcorrection to dietary limit amount according to level.