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21Novel > Black Iron Magician ~ Training Story of the Untalented Disciple ~ > 416 List of skills up to chapters I-10

416 List of skills up to chapters I-10

    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.


    [Sword God]


    Conditions: Automatically meet the Sword King by taking him to level 100.


    Upon Level: HP + 20 Muscle Strength + 8 Agility + 4


    Description: Plus major correction to sword technology depending on 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.


    [Fighting God]


    Conditions: Automatically meet the Fighting King by taking him to level 100.


    On Level Up: HP + 20 Muscle Strength + 4 Durability + 4 Agility + 4


    Description: Plus major 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.


    [Wand God]


    Conditions: Automatically meet King Wand by taking him to level 100.


    On Level Up: HP + 20 Muscle Strength + 4 Durability + 4 Magic + 4


    Description: Plus major 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.


    [Qigong Wang]


    Conditions: Automatically meet by taking Qigong technique to level 100.


    Upon Level Up: MP + 20 Endurance + 2 Dexterity + 2


    Description: Positive correction to pneumatic techniques according to level.


    [Qigong God]


    Conditions for meeting: Automatically meet the King of Qigong by taking him to level 100.


    Upon Level Up: MP + 40 Durable + 4 Dexterity + 4


    Description: Plus major correction 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.


    [Stars throwing]


    Conditions: Automatically meet by setting the throwing rock to level 100.


    On Level Up: Muscle Strength + 8 Dexterity + 8


    Description: Plus large 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.


    [Shoulder explosion]


    Conditions: Automatically meet by setting strong shoulders to level 100.


    On Level Up: Muscle Strength + 12 Dexterity + 4


    Description: Plus a large 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.


    [Fortress]


    Conditions: Automatically meet by setting the iron wall to level 100.


    Upon Level Up: Endurance + 16


    Description: Large cut of damage caused by physics according to level.


    [Hard bone]


    Conditions of meeting: None


    On Level Up: Muscle Strength + 1 Endurance + 3


    Description: Plus microcorrection to bone hardness according to level.


    [Steel]


    Conditions: Automatically meet the stiff bone by setting it to level 100.


    On Level Up: Muscle Strength + 2 Endurance + 6


    Description: Positive correction to bone hardness according to level.


    [Play]


    Conditions of meeting: None


    Upon Level: HP + 10 Endurance + 1 Luck + 1


    Description: Minor recovery of HP over time according to level.


    [Super Playback]


    Conditions: Automatically meet by setting playback to level 100.


    Upon Level: HP + 20 Endurance + 2 Luck + 2


    Description: Recover HP over time according to level.


    [Immortality]


    Conditions for meeting: Automatically meet by setting the super playback to level 100.


    Upon Level: HP + 40 Endurance + 4 Luck + 4


    Description: Great recovery of HP over time, depending on 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.


    [Weiwatian]


    Conditions for meeting: Automatically meet by setting the Detachment to level 100.


    On Level Up: Agility + 12 Dexterity + 4


    Description: Plus large 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.


    [Momentary God]


    Conditions: Automatically meet by setting shrinkage to level 100.


    On Level Up: Muscle Strength + 4 Agility + 12


    Description: Plus large correction to instantaneous force depending on 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.


    [Heavenly Drive]


    Conditions for meeting: Automatically meet by setting the empty kick to level 100.


    On Level Up: Agility + 8 Dexterity + 8


    Description: Plus large correction for 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.


    [Momentary swim]


    Conditions: Automatically meet by swimming to level 100.


    On Level Up: HP + 20 Muscle Strength + 2 Agility + 2


    Description: Plus correction to swimming techniques according to level.


    [Divine swimming]


    Conditions: Automatically meet by setting the instant swim to level 100.


    Upon Level: HP + 40 Muscle Strength + 4 Agility + 4


    Description: Plus major correction 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: Hotline (ambient air is heated)


    Level 50:?


    Level 60:?


    Level 70:?


    Level 80:?


    Level 90:?


    Level 100:?


    Red Lotus Magic


    Condition: Automatically meet Red Flame Magic by taking it to level 100.


    Upon Level: MP + 20 Magic + 8 Intelligence + 4


    Description: Meet the magic of flame lineage according to level.


    Level 1:?


    Level 10:?


    Level 20:?


    Level 30: Deatley Roast (forming a small flamebullet that, if touched, causes a huge explosion)


    Level 40:?


    Level 50:?


    Level 60:?


    Level 70:?


    Level 80:?


    Level 90:?


    Level 100:?


    The following can be met by scrolling. Can be used if the level is higher.


    Level 100: Red Dress (Let Yourself Wrap A Flaming Dress)


    [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:?


    [Wind magic]


    Conditions of meeting: None


    Upon Level: MP + 5 Magic + 2 Intelligence + 1


    Description: Meet the magic of the wind system according to level.


    Level 1:?


    Level 10:?


    Level 20:?


    Level 30:?


    Level 40:?


    Level 50:?


    Level 60:?


    Level 70:?


    Level 80: Glass Twister (Generates Tornadoes)


    Level 90:?


    Level 100:?


    [Feng Cui Magic]


    Conditions: Automatically meet wind magic by taking it to level 100.


    Upon Level: MP + 10 Magic + 4 Intelligence + 2


    Description: Meet the magic of the wind system 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:?


    The following can be met by scrolling. Can be used if the level is higher.


    Level 50: Teleporenis (only the subject''s metastatic magic.


    [Raging Magic]


    Conditions: Automatically meet Feng Cui magic by taking it to level 100.


    Upon Level: MP + 20 Magic + 8 Intelligence + 4


    Description: Meet the magic of the wind system 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:?


    The following can be met by scrolling. Can be used if the level is higher.


    Level 50: Raptiolenis (metastatic magic capable of expanding the range of effects with catalysts, with limit of number of times)


    Level 100: Celestial Zoa (forming a storm mimicking a beast)


    [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:?


    [Thundermagic]


    Conditions of meeting: None


    Upon Level: MP + 5 Magic + 2 Intelligence + 1


    Description: Meet the magic of the lightning system 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:?


    [Purple Electric Magic]


    Condition: Automatically meet Thunder Magic by taking it to level 100.


    Upon Level: MP + 10 Magic + 4 Intelligence + 2


    Description: Meet the magic of the lightning system according to level.


    Level 1: ELECTRIC ENCHANT (Grants Thunder Attributes to Weapons)


    Level 10:?


    Level 20:?


    Level 30:?


    Level 40:?


    Level 50: Electrmine (Generates lightning bolts)


    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: Ixchas (grant state anomaly deactivation)


    Level 80:?


    Level 90:?


    Level 100: Reflect Fortress (freely forms a tough wall of light)


    [Holy Magic]


    Conditions to meet: Automatically meet by taking the glow magic to level 100.


    Upon Level: MP + 20 Magic + 8 Intelligence + 4


    Description: Meet the magic of the light system according to level.


    Level 1: Grahams (Grants Light Attributes, Super Powerful Resuscitation Features to Weapons)


    Level 10:?


    Level 20:?


    Level 30:?


    Level 40: Fir Purge (Ungrant all target magic)


    Level 50: Operoom (forming a space to treat and prevent state anomalies, activated within the space regardless of enemy allies)


    Level 60:?


    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: Sackbad (forming a dark bat, sucking blood and reducing it to an operator)


    Level 90: Diesefilt (generates black smoke extensively)


    Level 100: Worth Vishate (produces contaminated poison)


    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: Kelowcry (corrodes objects touched)


    Level 20: Advar (Generate Poison Marsh)


    Level 30: Vythor (zombies the body without losing ability)


    Level 40: Death Dise (Extensive Version of Diese with Violent Toxicity)


    Level 50: Graviton (increases or decreases local weight)


    Level 60: Tiny hole (forms a small black hole)


    Level 70: Dark Cross (Paste on Black Cross to show hallucinations)


    Level 80:?


    Level 90:?


    Level 100:?


    The following can be met by scrolling. Can be used if the level is higher.


    Level 30: Draws Touch (Sleeps the subject touched)


    [Abyss Magic]


    Condition: Automatically meet Dark Black Magic by taking it to level 100.


    Upon Level: MP + 20 Magic + 8 Intelligence + 4


    Description: Meet the magic of the dark lineage according to level.


    Level 1: Death Size (grants the weapon a Dark Attribute, Super Powerful Slash Attribute)


    Level 10:?


    Level 20: Chaosmaia (produces fiercely poisonous mud based on magic)


    Level 30:?


    Level 40:?


    Level 50: Bereal Shade (an intangible shadow appears on the ground, mincing and swallowing objects)


    Level 60: Gravy Eatus (forms a black hole that attracts only the magical)


    Level 70: Bidove Adverse (unleashes poison bullets that change the environment touched to a sea of decay)


    Level 80:?


    Level 90:?


    Level 100:?


    The following can be met by scrolling. Can be used if the level is higher.


    Level 100: Sammon???? (Random monsters are contracted and distributed)


    [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 Storage]


    Conditions: Automatically meet by setting Magic Heat Preservation to Level 100.


    On Level Up: MP + 20 Magic + 2


    Description: 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.


    [All Magic Knowledge]


    Conditions to Meet: Automatically Meet by taking Magic Coverage to Level 100.


    Upon Level: Magic + 4 Luck + 12


    Description: Plus major correction to the power to perceive magic flow according to level.


    [Signal perception]


    Conditions of meeting: None


    On Level Up: Dexterity + 1 Luck + 3


    Description: Plus microcorrection to the power to perceive signs 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.


    [Heart-eye]


    Conditions of meeting: None


    On Level Up: Dexterity + 2 Luck + 2


    Description: Plus microcorrection to the force that predicts the subject''s next behavior according to level.


    [True Eye]


    Conditions: Automatically meet the mind eye by setting it to level 100.


    On Level Up: Dexterity + 4 Luck + 4


    Description: Positive correction to the force that predicts the subject''s next behavior according to level.


    [Eye of God]


    Conditions: Automatically meet the true eye by setting it to level 100.


    On Level Up: Dexterity + 8 Luck + 8


    Description: Plus major correction to the power to predict the subject''s next behavior 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.


    [Guardian]


    Conditions: Automatically meet by setting the protection to level 100.


    Upon Level: Endurance + 2 Magic + 4 Luck + 2


    Description: Positive correction to state anomaly resistance according to level.


    Positive correction to the power to retreat unhappiness according to the level.


    [Meditation]


    Conditions: Automatically meet by setting the guardian to level 100.


    Upon Level: Endurance + 4 Magic + 8 Luck + 4


    Description: Plus large correction to state anomaly resistance according to level.


    Plus a big correction 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.


    [Total tightening]


    Conditions for meeting: Automatically meet by setting the command to level 100.


    Upon Level: Intelligence + 4 Dexterity + 4


    Description: Positive correction to control force according to level.


    [Dominance]


    Conditions for meeting: Automatically meet by setting the total deadline to level 100.


    Upon Level: Intelligence + 8 Dexterity + 8


    Description: Plus major correction to control power 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.


    [Steel Heart]


    Conditions: Automatically meet by setting the iron core to level 100.


    Upon Level: HP + 20 Muscle Strength + 4 Endurance + 8


    Description: Plus a major correction to the strength of the will depending on the 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.


    [Symbol]


    Conditions: Automatically meet your flag by setting it to level 100.


    On Level Up: Muscle Strength + 8 Endurance + 8


    Description: Plus major correction to the power to excite depending on the level.


    [Spilled water]


    Conditions of meeting: None


    On Level Up: Muscle Strength + 1 Agility + 1 Dexterity + 1 Luck + 1


    Description: Pinchy plus micro-correction to ability, depending on level.


    Plus microcorrection to the ability to perform actions that are self-sacrificing according to the level.


    [Frontier]


    Conditions for meeting: Automatically meet the spinal water by setting it to level 100.


    On Level Up: Muscle Strength + 2 Agility + 2 Dexterity + 2 Luck + 2


    Description: Pinchy plus correction to ability, depending on level.


    Positive correction to the ability to perform actions that are self-sacrificing according to level.


    [Selfless]


    Conditions: Automatically meet by setting the frontier to level 100.


    On Level Up: Muscle Strength + 4 Agility + 4 Dexterity + 4 Luck + 4


    Description: Pinchy plus big correction to ability depending on level.


    The more self-sacrificing actions are performed according to the level, the more positive and the greater the correction to the ability.


    [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.


    [Acting]


    Conditions of meeting: None


    On Level Up: Muscle Strength + 1 Agility + 1 Intelligence + 1 Dexterity + 1


    Description: Plus microcorrection to acting ability according to level.


    [Actor]


    Conditions: Automatically meet by taking the act to level 100.


    On Level Up: Muscle Strength + 2 Agility + 2 Intelligence + 2 Dexterity + 2


    Description: Plus correction to acting ability according to level.


    [Great Place]


    Conditions: Automatically meet an actor by bringing him to level 100.


    On Level Up: Muscle Strength + 4 Agility + 4 Intelligence + 4 Dexterity + 4


    Description: Plus major correction to acting ability 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.


    [Service]


    Conditions of meeting: None


    Upon Level: Intelligence + 1 Dexterity + 2 Luck + 1


    Description: Plus microcorrection to service ability according to level.


    [Devotion]


    Conditions: Automatically meet by setting the service to level 100.


    Upon Level: Intelligence + 2 Dexterity + 4 Luck + 2


    Description: Positive correction to ability to serve according to level.


    [Virgin Mary]


    Conditions: Automatically meet devotion by setting it to level 100.


    Upon Level: Intelligence + 4 Dexterity + 8 Luck + 4


    Description: Plus a major correction to your ability to serve depending on your 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.


    [Divine Reason]


    Conditions for meeting: Automatically meet Superreason by setting it to level 100.


    On Level Up: Muscle Strength + 4 Dexterity + 8 Luck + 4


    Description: Plus large correction to cooking techniques according to level.


    Grants some effect to cooked dishes according to level.


    [Maintenance]


    Conditions of meeting: None


    Upon Level: Intelligence + 2 Dexterity + 2


    Description: Plus microcorrection to tool maintenance techniques according to level.


    [Improvement]


    Conditions: Automatically meet by setting maintenance to level 100.


    Upon Level: Intelligence + 4 Dexterity + 4


    Description: Positive correction to tool maintenance techniques according to level.


    Positive correction to tool improvement techniques according to level.


    [Dismantling]


    Conditions of meeting: None


    On Level Up: Dexterity + 4


    Description: Plus microcorrection to material dismantling techniques according to level.


    [Autopsy]


    Conditions: Automatically meet by setting the demolition to level 100.


    On Level Up: Dexterity + 8


    Description: Positive correction to material dismantling techniques according to level.


    [Disintegration]


    Conditions: Automatically meet by setting the autopsy to level 100.


    On Level Up: Dexterity + 16


    Description: Plus major correction 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.


    [Sleep well]


    Conditions to meet: Automatically meet by putting Sleep Well to Level 100.


    Upon leveling: HP + 20 Endurance + 4


    Description: Plus correction to sleep resilience according to level.


    [Full Sleep]


    Conditions: Automatically meet by taking Sleep Well to Level 100.


    Upon Level Up: HP + 40 Endurance + 8


    Description: Plus major correction for sleep resilience according to level.


    [Theft]


    Conditions of meeting: None


    Upon Level: Agility + 1 Dexterity + 2 Luck + 1


    Description: Plus microcorrection to the technique of stealing according to level.


    [Big Thief]


    Conditions: Automatically meet by taking burglary to level 100.


    On Level Up: Agility + 2 Dexterity + 4 Luck + 2


    Description: Plus correction to the technique of stealing according to level.


    [National Thief]


    Conditions: Automatically meet the Grand Thief by setting it to level 100.


    Upon Level: Agility + 4 Dexterity + 8 Luck + 4


    Description: Plus major correction to the technique of stealing according to level.


    [Stunning]


    Conditions of meeting: None


    On Level Up: Muscle Strength + 1 Agility + 1 Dexterity + 2


    Description: Depending on the level ■ ■ Plus microcorrection to the technology.


    [Hands-on manipulation]


    Conditions: Automatically meet by setting stunt to level 100.


    On Level Up: Muscle Strength + 2 Agility + 2 Dexterity + 4


    Description: Depending on the level ■ ■ Positive correction to the technology.


    [Ascension]


    Conditions: Automatically meet by setting the manipulation manipulation to level 100.


    On Level Up: Muscle Strength + 4 Agility + 4 Dexterity + 8


    Description: Depending on the level ■ ■ Plus major correction to the technology.


    [Carnivore]


    Conditions of meeting: None


    Upon Level: HP + 10 Endurance + 1 Luck + 1


    Description: Plus microcorrection to dietary limit amount according to level.


    [Overeating]


    Conditions for meeting: Automatically meet a large meal by setting it to level 100.


    Upon Level: HP + 20 Endurance + 2 Luck + 2


    Description: Plus correction to dietary limit amount according to level.


    [Disguise]


    Conditions for meeting: Only relevant professions can meet.


    Upon Level: Agility + 1 Intelligence + 2 Dexterity + 1


    Description: Plus micro correction to the disguise technique depending on the level.


    [Transformation]


    Conditions: Automatically meet by setting the disguise to level 100.


    On Level Up: Agility + 2 Intelligence + 4 Dexterity + 2


    Description: Plus correction to the disguise technique depending on the level.


    Plus correction for early dressing depending on the level.


    [Mutation]


    Conditions: Automatically meet by turning Transformation into Level 100.


    Upon Level: Agility + 4 Intelligence + 8 Dexterity + 4


    Description: Plus major correction to the disguise technique depending on the level.


    Plus big correction for early change depending on level.


    Plus major correction to mutation abilities according to level.


    [Strong Luck]


    Conditions of meeting: None


    Upon Level: Luck + 4


    Description: Slightly attracts luck without effort depending on the level.


    [Lucky]


    Conditions: Automatically meet strong luck by setting it to level 100.


    Upon Level: Luck + 8


    Description: Attract luck without effort, depending on the level.


    [Rakudo]


    Conditions: Automatically meet luck by taking it to level 100.


    Upon Level: Luck + 16


    Description: Take happiness without effort, depending on the level.


    [Flame Resistance]


    Conditions of meeting: None


    Upon Level: HP + 5 Endurance + 1 Magic + 1 Intelligence + 1


    Description: Cut damage from flames according to level.


    [Flame Disabled]


    Conditions: Automatically meet by setting flame resistance to level 100.


    Upon Level: HP + 10 Endurance + 2 Magic + 2 Intelligence + 2


    Description: Deactivate damage caused by flames.


    Disable penetrating attacks by flames according to level.


    [Flame Absorption]


    Conditions: Automatically meet by setting the flame disable to level 100.


    Upon Level: HP + 20 Endurance + 4 Magic + 4 Intelligence + 4


    Description: Converts damage from flames to healing depending on level.


    [Cold resistance]


    Conditions of meeting: None


    Upon Level Up: HP + 10 Endurance + 2


    Description: Gain resistance to cold, depending on level.


    [Cold void]


    Conditions: Automatically meet cold resistance by setting it to level 100.


    Upon leveling: HP + 10 Endurance + 4


    Description: Nullifies adverse effects on cold.


    [Cold and proper]


    Conditions: Automatically meet by turning cold void to level 100.


    Upon Level Up: HP + 20 Endurance + 8


    Description: Get appropriateness for cold, depending on the level.
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