Black Iron Magician ~ Training Story of the Untalented Disciple ~ - 551 List of skills up to chapters I-XII
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- Black Iron Magician ~ Training Story of the Untalented Disciple ~
- 551 List of skills up to chapters I-XII
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.
[Defensive God]
Condition: Automatically meet the Defense King by taking him to level 100.
Upon Level Up: HP + 40 Endurance + 8
Description: Plus major 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.
[Escape]
Conditions of meeting: None
Upon Level: Agility + 3 Luck + 1
Description: Plus microcorrection to escape force depending on level.
[Residual]
Conditions: Automatically meet by taking the escape to level 100.
Upon Level: Agility + 6 Luck + 2
Description: Plus correction to escape force depending on level.
[Survival]
Conditions for meeting: Automatically meet by setting the raw residue to level 100.
Upon Level: Agility + 12 Luck + 4
Description: Plus large correction to escape power 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: Blaze Storm (Swallow a defined range with a powerful fireworks)
Level 70: Pulgatorio (Extensively releases purgatory flames forward)
Level 80: rotofrugel (produces flaming wings)
Level 90:?
Level 100:?
The following can be met by scrolling. Can be used if the level is higher.
Level 80: Chain Rabba (connect yourself and your subject in a lava chain and share the auxiliary magic of the future)
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:?
The following can be met by scrolling. Can be used if the level is higher.
Level 80: Ice Age (freezes an extremely wide range of consciousness. When consciousness freezes, the flesh also hardens.
[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: Leeway Press (produces strong wind pressure in the target area)
Level 50:?
Level 60: Blaster barrier (deploys strong wind barriers)
Level 70:?
Level 80: Hazard Tornado (Generates a Huge Tornado)
Level 90:?
Level 100: Stormrainger (lets storm demon swords descend countless times over the sky)
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 70: Dissapier (prohibits breathing in the target area)
Level 90: Zephyr guard (applying wind protection to substances in the target area)
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: Grow Beans (Bean Trees Grow All Over)
Level 60: Underworld (Generate caves on the ground)
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: Thunderstock (releases a bunch of thunder)
Level 50: Electrmine (Generates lightning bolts)
Level 60: Magnism Sheet (Generates Ultra Electromagnetic Shield)
Level 70: Dark Cloud (Generates Dark Clouds with Lightning)
Level 80:?
Level 90:?
Level 100:?
[Heaven Thunder Magic]
Conditions: Automatically meet purple magic by taking it to level 100.
Upon Level: MP + 20 Magic + 8 Intelligence + 4
Description: Meet the magic of the lightning system according to level.
Level 1: Bolt Blade (Grants Lightning Attribute, Overspeed to Weapon)
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: Daylight (illuminates the perimeter of the subject)
Level 30: Hard Reflect (forms a strong light barrier)
Level 40: Glass Ize (Reflects what is normally invisible)
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)
The following can be met by scrolling. Can be used if the level is higher.
Level 40: Clare lens (produces a crystal that reflects a certain distance away, looks irrelevant even if there is an obstacle but the location is fixed)
[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: Aspida Vega (forming the highest light wall, simply performing only as a wall but therefore powerful)
[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: Flockbads (forming a swarm of sackbads)
Level 90:?
Level 100: Graviton Hall (forming a black hole)
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: Vengens (can manipulate and command deployed surrounding bodies)
Level 40: Exquisitor (Used Zombies become Level Up)
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: Elkkatastrov (Kill the subject with impending gravity from all directions)
Level 100:?
The following can be met by scrolling. Can be used if the level is higher.
Level 50: Gravicanon (unleashes an invisible spear of gravity)
Level 60: Rosary Hole (a powerful Tiny Hole that can change shape freely)
Level 80: Faux Universe (gravitational action unfolds an ambiguous space)
Level 100: FAITARY VENOM (can be either gaseous, liquid or solid, producing severe toxicity from cracks on the ground)
Level 100: Sammon???? (Random monsters are contracted and distributed)
[Sharp]
Conditions of meeting: None
On Level Up: Muscle Strength + 1 Dexterity + 3
Description: Plus slight correction to the slashing taste of the obtained product to be used according to level.
[Wind breaking]
Conditions: Automatically meet by setting sharpness to level 100.
On Level Up: Muscle Strength + 2 Dexterity + 6
Description: Plus correction to the slashing flavour of the obtained product to be used according to the level.
[Iron slaughter]
Conditions: Automatically meet by setting the wind break to level 100.
On Level Up: Muscle Strength + 4 Dexterity + 12
Description: Plus a major correction to the slashing taste of the obtained product used according to the level.
[Magic weapon]
Conditions of meeting: None
On Level Up: MP + 5 Muscle Strength + 1 Magic + 2
Description: Plus microcorrection for the effect of applying magic to the good according to the level.
[Magic weapon]
Condition: Automatically meet magic weapons by setting them to level 100.
On Level Up: MP + 10 Muscle Strength + 2 Magic + 4
Description: Plus correction for the effect of applying magic to the good according to the level.
[Magic artifact]
Conditions: Automatically meet magic weapons by setting them to level 100.
On Level Up: MP + 20 Muscle Strength + 4 Magic + 8
Description: Plus a major correction for the effect of applying magic to the good according to the level.
[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 Mine]
Conditions to Meet: Automatically Meet by setting Magic Storage to Level 100.
On Level Up: MP + 40 Magic + 4
Description: Drastically reduces 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.
[Signal Coverage]
Conditions: Automatically meet by setting the sign perception to level 100.
On Level Up: Dexterity + 2 Luck + 6
Description: Positive correction to the ability to perceive signs according to level.
[All Signs Known]
Conditions for meeting: Automatically meet by setting sign coverage to level 100.
On Level Up: Dexterity + 4 Luck + 12
Description: Plus major correction to the ability 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.
[Intuition]
Conditions of meeting: None
Upon Level: Intelligence + 1 Luck + 3
Description: Plus microcorrection to intuition according to level.
[Sharpness]
Conditions: Automatically meet by setting intuition to level 100.
Upon Level: Intelligence + 2 Luck + 6
Description: Plus correction to intuition according to level.
[Prediction]
Conditions: Automatically meet by bringing sharpness to level 100.
Upon Level: Intelligence + 4 Luck + 12
Description: Plus big correction to intuition 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.
Device creation
Conditions for meeting: None.
Upon Level: Magic + 1 Intelligence + 1 Dexterity + 2
Description: Plus microcorrection to magic item making skills according to level.
[Device modification]
Conditions to Meet: Automatically Meet by setting the Device Creation to Level 100.
Upon Level: Magic + 2 Intelligence + 2 Dexterity + 4
Description: Plus correction to magic item making skills according to level.
Plus correction to magic item modification skills according to level.
Demon Liberation
Conditions for meeting: Automatically meet by taking the tool modification to level 100.
Upon Level: Magic + 4 Intelligence + 4 Dexterity + 8
Description: Plus major correction to magic item making skills according to level.
Plus a big correction to your magic item modification skills depending on the level.
Plus big correction for magic item limit lifting skills 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.
[Madness]
Conditions of meeting: None
Upon Level: Muscle Strength + 3 Agility + 3 Intelligence – 2
Description: Plus microcorrection to potential according to level. Negative microcorrection to sanity.
[Intimidation]
Conditions of meeting: None
On Level Up: HP + 10 Muscle Strength + 1 Dexterity + 1
Description: Plus microcorrection to the power to deter the subject according to the level.
[Atrocities]
Conditions: Automatically meet intimidation by setting it to level 100.
On Level Up: HP + 20 Muscle Strength + 2 Dexterity + 2
Description: Positive correction to the power to deter the subject according to the level.
[Compression]
Conditions: Automatically meet by setting violent pressure to level 100.
On Level Up: HP + 40 Muscle Strength + 4 Dexterity + 4
Description: Plus major correction to the power to deter the subject according to level.
[Solitude]
Conditions of meeting: None
On Level Up: MP + 10 Endurance + 2
Description: Positive microcorrection when acting alone according to level.
Commercial
Conditions of meeting: None
Upon Level: Intelligence + 2 Dexterity + 2
Description: Plus microcorrection to commercial skills according to level.
[Entertainment]
Conditions: Automatically meet by taking business to level 100.
Upon Level: Intelligence + 4 Dexterity + 4
Description: Positive correction to commercial skills according to level.
[Back Transaction]
Conditions: Automatically meet by setting entertainment to level 100.
Upon Level: Intelligence + 8 Dexterity + 8
Description: Plus major correction to commercial skills 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.
[Eloquent]
Conditions for meeting: Automatically meet by taking the speech technique to level 100.
Upon Level: Intelligence + 2 Dexterity + 4 Luck + 2
Description: Positive correction to speaking skills according to level.
[Myth]
Conditions: Automatically meet by setting eloquence to level 100.
Upon Level: Intelligence + 4 Dexterity + 8 Luck + 4
Description: Plus major 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.
[Singing God]
Conditions: Automatically meet the singing princess by setting her to level 100.
Upon Level Up: HP + Dexterity 20 + 12
Description: Plus major correction to singing skills according to level.
[Dance]
Conditions of meeting: None
On Level Up: MP + 5 Muscle Strength + 3
Description: Plus slight correction to dance force according to level.
[Dance King]
Conditions: Automatically meet by setting the dance to level 100.
On Level Up: MP + 10 Muscle Strength + 6
Description: Plus correction to dance force according to level.
[Dance God]
Conditions: Automatically meet the Dance King by taking him to level 100.
On Level Up: MP + 20 Muscle Strength + 12
Description: Plus large correction to dance force 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.
[Affiliation]
Conditions: Automatically meet friends by setting them to level 100.
On Level Up: Dexterity + 2 Luck + 6
Description: Plus correction to friendship according to level.
[Charming]
Conditions: Automatically meet by setting intimacy to level 100.
On Level Up: Dexterity + 4 Luck + 12
Description: Plus a big correction 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.
[Eclipse]
Conditions: Automatically meet by setting the super diet to level 100.
Upon Level: HP + 40 Endurance + 4 Luck + 4
Description: Plus large 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.