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.

[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.

[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.

[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.

[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.

[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.

[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:?

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:?

[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 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:?

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:?

[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:?

Level 10:?

Level 20:?

Level 30:?

Level 40:?

Level 50:?

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:?

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: Kelowcry (corrodes objects touched)

Level 20: Advar (Generate Poison Marsh)

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

Level 40:?

Level 50: Graviton (increases or decreases local weight)

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.

[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.

[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.

[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.

[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.

[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.

[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.

[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.

[Carnivore]

Conditions of meeting: None

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

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