Day 9 of the event. Blah, blah. Me and Lynn had very little to do this day.

Because we both got the big keys to the trials for the Apostolic Extinction yesterday, and replenishing items and stuff just as well ended yesterday.

apparently the weapon I asked Ruru to complete around noon on the last day, so I don't have to wait in a hurry for it.

What I can do now is collect shards of stardust for the top ranking prize, which has slightly thinned the air.

Of course that doesn't matter, but it's also true that I'm not willing to go around gunning like I was yesterday when the big battle is withheld tomorrow.

After getting lost, Lynn and I decided to make tea at the cafe once.

"Did Nana decide on the skills to use in the Apostolic Extortion?

With one hand something like coffee on cream, Lynn has asked me that.

"Not really yet. The level has risen a lot, so you can put in more or less people growing up with your skills."

I have ten skill frames beyond level 70.

A total of 10 for each of the first two, level 10 bonuses, and 20 to 70.

"Strike Weapon", "Throw", "Detection", "Hungry Wolf", "Moment Change", "Ghost Dance". Six so far are a group of skills that I can't let go of in my playstyle.

"Haunted Dance" can actually be the first skill I've added as a regular beyond level 60.

For whatever reason, it's basically because the buffs are short and cool time.

When I have cool-time, I'm afraid I won't be able to use it when I'm agitated, and it keeps the arts warm.

As a result, I don't have a chance to use it unless it's a battle, and I wonder if that kind of fight occurs once a day.

Moreover, the concept of cultivation is weak because mastery of the arts is dependent on muscle strength values rather than proficiency.

I can't help but keep breaking boundaries into skills I don't use, so until level 60, when the boundaries were critical, they remained a regular drop.

In fact, when I first dived into the Monster House on the second day, I dared to take off The Haunted Dance because I didn't think I would even use it during the event.

I started to attach that all the time simply because the skill frame was empty and I got a long, easy to handle buff called Cry Dance.

I also spent a lot of money on that crying dance charge, so I'd like to recharge about ten minutes by the end of the day.

In addition, the newly acquired rare skill "Embrace the Princess of Singing" at this event. I would prefer to incorporate this as a matter of priority at the moment, as there should probably be an opportunity to use it in Reid Battle as well.

Aside from this, are the skills I have developed mainly "one-handed mace," "two-handed mace," "two-handed stick," and "bare-handed fighting"?

Even though there have been eleven so far, there are naturally other skills that I have. Consideration of the remaining four frames must be cautious.

"You want to take Bare Hand Fighting."

"Oh, that's good. We finally have a place to show off."

To my words, Lynn nodded with pleasure.

First, I want to be sure to take my Bareback Fighting skills.

Because this skill is a selling skill because the ultra-fired power used against boss monsters is what it is.

Hate's dispersion occurs more than it is a multiplayer battle called Reid Battle. As long as you have a chance at a big gap, you can expect extra damage from this skilled arts.

I think it can be a safer and more effective source of damage than targeting high risk high returns with a poor metheo impact or something.

In addition to that, it is also significant that all the arts have been freed since the early days. This skill, which is all mastered with skill proficiency, is narrowed down to "Increased Status in Handless Condition," and a total of ten arts have been freed from the beginning.

Ultimately the strongest skill is to use it unarmed, but you can also equip it with weapons like Meriken sacks, gloves and gauntlets.

With low proficiency in "Bareback Fighting" skills, I planned to use it on the set with "Snake Meta Gauntlet" again this time.

Anyway, this filled eight frames.

Of the two remaining frames, "Two Handed Sticks" and "Mace for Two Hands" were to be left behind.

There is simply no weapon with regard to this.

Meteor Impact Zero has been destroyed, and no two-handed sticks have been obtained since Kugelschreiber.

Although we have secured Ibe limited weapons for once, this is not the case for this battle in terms of performance.

For that reason, those two leave a message this time.

I'm not that proficient with "one-handed mace," but I still remember the arts with some attributes growing up to nearly 300, so maybe I have a use for it.

So I decided on my weapon skills to take this time to "Strike Weapons", "Mace for One Hand" and "Bare Hand Fighting".

"So, what's the last frame?

"As for my plans, I'm thinking about taking my newly remembered" Strike Extreme "skills..."

"The Ultimate Strike"? That's the first skill name I've ever heard of. "

"Complete Strike Weapon Skills and Muscle Strength 250 are Required"

Yes, that was the new skill I was getting after yesterday's Lizart confirmation when I realized.

――

Strike Extreme Skill

Rarity: Common (Master)

Proficiency: 15/1000

"Strike Weapon" skill, complete with flesh.

The essence of the blow, it doesn't give it the ultimate.

Acquisition Conditions: Achieve 500 Proficiency in Strike Weapon Skills, and Muscle Strength Over 250

――

"You're a master rank skill."

"That's right."

I nodded honestly at Lynn's words like I was convinced.

The rarity of a skill is basically two things: Common and Rare.

I'm told there may be some higher rarities, but so far those are the only two.

When it comes to Named Skills, which attach to weapons that use Named Souls, I don't care now because it's special.

So what does Lynn's master-rank skill refer to? This refers purely to the "upper version of Common Skills".

When you say a superior version, its performance does not necessarily mean that it is higher than normal common skills.

In one way or another, the expression "skills for which proficiency in other skills is mandatory to acquire" would be close.

For example, "duplicitous" skills. This is a condition of mastery that "makes the Sword Category Weapon Skill for One Hand 200 + Proficiency".

This means the skills you can acquire while developing one-handed sword skills such as "One Handed Sword", "Song Knife", and "Fine Sword".

Dual flow, on the other hand, can knock out overwhelming damage from the amount of manipulation, and flexibility drops significantly compared to a one-handed sword that one hand is free to use.

If you're a one-handed sword, you can't do it in a duplicity of situations where you can equip a shield or use an item.

This is one example where it cannot be said that MasterRank skills necessarily perform better than Common Skills.

Nevertheless, since all MasterRank skills have specialized performance, they are definitely very powerful as long as they can be successfully combined with other skills and even synergies with players.

Everything is combined with usage.

"I don't know what kind of art is going to be unlocked in the future... but the Strike Weapon Attack +5% effect has been on since the beginning, right? So it's worth piling up."

"It doesn't matter how much the passive effect is. Few people have continued to properly enhance Strike Weapon because they all raise their single weapon skills, and it's kinda funny how Nana's a pioneer."

"I was really lucky about the Launch Fireworks."

As Lynn says, the Strike Weapon skill is actually not that popular.

There are several reasons for that, but the biggest reason would be that proficiency stops at 500.

Essentially, weapon skills are dependent on high proficiency to learn more powerful arts.

While the others can stretch to 1,000, the strike weapon is up to 500.

I know exactly what it's like to feel the future is dark at that point.

On top of that, there are two powerful moves: Finisher and Meteo Impact.

Whenever you activate a powerful move, it is quite dark to be forced to destroy weapons at all times.

Other art is basically just a blow, so it's hard to secure variations in attacks.

Even though you can acquire skills such as "Mace for One Hand" by increasing your Strike Weapon skills, you can buy derivative weapon skills like those that come from Strike Weapon Skills all the way through the store. I can buy that for a pretty cheap price too.

Because at the beginning, I want to ketch the money. Most players develop strike weapon skills and then take derivative skills, but once they got derivative skills, they tend to be useless with strike weapon skills.

By the way, it was the last day of beta testing that I saw Haruru but Meteo Impact.

You think only one player has improved their proficiency in this skill?

Well, I think it's amazing that I raised 500 in the beta test period, and I couldn't help but pioneer my master rank skills ahead.

"But to see the conditions for mastering" The Extreme of Strike, "I think you're a weapon species whose status is pretty much above muscle strength. You may not have had any information before."

Yes. I think it's probably a matter of muscle strength that we don't have any information on this "Strike Extreme" skill at the moment.

I'm the only one with the best strike weapon skills, for God's sake.

Because there are 10,000 players who started two weeks ago than me.

No matter how little it was, one should have extremely high strike weapon skills before me.

A player who devotes his or her heart to minor genres and misadventures is a certain number if there is a group.

But I can't say for sure that player should be reaching 250 muscle strength.

It's a muscle value of 300 that I, a ghost tribe specializing in physical status, have been waving my status to muscle strength for so long since level 30 or so, that I finally get there.

In other words, the "Strike Extreme" skill will not emerge unless it is "a player in the same level band who is putting more specific gravity on his muscle strength with a stem gesture and is using a strike weapon to maximize his strike weapon skill."

I think it would be satisfactory if I squeezed it so far that the lead group just told me that it wasn't there.

Well, maybe there's such a peculiar player who dared to hide the information.

"The problem with the equipment weight is the part of the avant-garde that uses a tremendous amount of nerve. Muscle Strength Value to be divided into Armor and Muscle Strength Value to be divided into Weapons. The balance between agility, sturdiness, and dexterity is important, and even Demon Protection doesn't throw away regular players. Nana's red wolf outfit is sloppy in that sense, isn't it? I have very little required muscle strength."

"And there's agility correction, and hey."

No, I really don't have a story anymore, and I'm still looking out for this gear.

Too much defense for fierce level opponents, agility value correction comparable to 10 level status points, and most importantly, a broken lightness of Required Muscle Strength value of 5.

That allows me to spend everything on weapons and assign a lot of status to muscle strength.

I also know that Lynn is sloppy, albeit a joke.

I'm outfitted. I was outfitted high enough to snort myself.

"Now I know how Nana's going to stand around. Get as good as you can at Strike Extreme today."

"Does Lynn seem okay?

"Yeah, find an interesting skill combo yesterday when I was doing it alone. Tomorrow's fun."

To see Lynn laughing so much fun, perhaps that's a hell of a vicious combo.

I wanted to get into that, but Lynn wouldn't tell me any more than she said she'd enjoy tomorrow.

Plus, one thing I've been through this event is that it seems critical to meet the conditions for use of "Some Arts" that I thought I would never be able to use.

It's all about preparing for the Apostolic Crusade.

Which way it wouldn't start without hunting monsters, so me and Lynn chatted for a while before diving into the dungeon.