Term Description ②

[Game Geography]

Freedom Country Free Tier: A country that embraces subraces. There is the headquarters of the Beast Demon Guild, and the human NPC also has many summoners and beasts. The First Princess is falling from a mysterious illness and is worried.

Seek Street: The streets around the freetier. It continues east, west, north and south, making it an indispensable path for traffic.

Trento Forest: A forest south of the freetier. It's as dark as night even during the day in the deep woods. Many monsters live in forests like goblins, monkeys and trents.

Trent's Cave: A cave in the Trent Forest. Connected to the Mount Yellow Mountains.

Yellow Ossa Mountains: The names of the volcanic mountains that can also be seen from the free-tier. A place where fox monsters are ruling and even freelancers are in danger. Many monsters of the fire attribute live there.

The village of Verdole: a rural area between the free-tier and Trento forests. Where free-tier vegetables are made. Players can get a field here.

Port Town of Blumen: A port town north of the Free Tier. Many fishermen gather in towns where fishing flourishes.

Lagoon Sea: The sea north of the freetier. Many fish and monsters live, and powerful sea monsters emerge as they go offshore.

Nar Wetlands: Wetlands east of the freetier. There are many monsters who prefer wetlands such as frogs and snakes. Lizardman's country exists

Deep Red Wilderness: A wilderness of red soil west of the freetier. Many undead appear at night, and many monsters of the desert appear.

Mine Country Veinleaf: A country of dwarves and blacksmiths in the heart of a mine. The country is made up of materials from adventurers and mines who come looking for strong weapons in the snow country. It is also known as the blacksmith's graveyard while it is called the blacksmith's sanctuary.

Dwahuon Mine: The name of the mine where the Veinleaf is located.

Industrial Country Wantwork: A country where production thrives. A country where materials and items are available at a low price and what you sell is popular not only for production jobs but also for adventurers because they sell at a high price. They call it wantwork if you want to make money.

Town of Fast: The first town the players visit. Being on the edge in the town of Wantwerk, life is painful but it is also a transportation hub where you can go to Freetier, Weinleaf, Gones and Reich.

Young Wood Forest: A forest called where the trees of the world were born. Gerberaglow is protecting it.

Donos, a gastronomic town: a cook's sanctuary. The place is further away than the five countries. It is said to be a town where ingredients from all over the world gather and cooks brush their cooking arms every day.

Gones, the Divine Empire: a country where only priests and clerics can enter. Whoever believes in God is a good man, and whoever does not believe in God is a bad man. There is a teaching that, therefore, a religious state that decides that all but priests and clerics are bad men. The subrace has judged itself a monster, not a person, and particularly hates summoners, beasts.

Reich Empire: a typical military state. A country that is successful in producing guns and full of military men. There are drawbacks to the quality of the equipment but only selling it to military personnel. Because of the emphasis on people, summoners, beasts are hated.

[Job Title]

Special Job Title: A job title that is liberated by meeting special conditions or having a special title.

Intermediate Summoner: One of the intermediate job titles of the Summoner. more subpoena specialization, and correction enters the subpoena. Synchronizing with the Summoner allows you to have conversations at a distance and so on, increasing the number of times you can summon them twice a day.

Warrior Summoner: A special job title in one of the intermediate job titles of Summoner. If you have fought a melee in a summoner, you will be released. Corrections are applied to your weapons and protective equipment, increasing muscle strength. Gain special skills that can be used to collaborate with Summoners. You can summon once a day.

Magic Summoner

One of the summoner's intermediate occupations. Correction enters into your magic, increasing your magic. You can use special magic in conjunction with the Summoner. You can summon once a day.

Production Summoner: A special job title in one of the intermediate occupations of the Summoner. When there is a subpoena of production specialization, it is liberated. A correction enters the production capacity of the summoner, an increase in the quantity and quality of production. Benefits include reduced standby times for production. You can summon once a day.

Dark Summoner: A special job title in one of the intermediate job titles of the Summoner. When I get a special title, I only see this job title. Unable to summon a Summoner, but player status increases abnormally.

Swordsman: One of the intermediate occupations of a warrior. A knife can be equipped, greatly increasing muscle strength and sensitivity, but greatly decreasing defense.

Magic Warrior: A warrior's intermediate job title and special job title. I can learn magic. There is a significant increase in Magic and a small increase in other stats.

Fighter: One of the intermediate occupations of a warrior called Warrior. Specializes in both handheld weapons such as the Great Sword and the Great Axe. Muscle strength is highest among intermediate occupations.

Intermediate Knight: Intermediate job title of knight. All stats are increased and both attacks are excellent job titles. A job title that can be equipped with swords and shields, but is better at individual fights than group fights.

Intermediate Heavy Warrior: Intermediate job title for Heavy Warrior. Jobs with significantly increased vitality, muscle strength, and defense. It deals with heavy weapons together with being the job title of a wall actor and can also be an attacker. It takes a lot of muscle strength to combine.

Intermediate Spear Use: Intermediate job title for Spear Use. Increased muscle strength and sensitivity and job title. You can now handle weapons such as spears, big spears, and more tricky things.

Hunter: An intermediate job title for an archer called Hunter. Status increases muscle strength and sensitivity and learns to set traps. The bow range can also be extended and equipped with a long bow. A job title that is good at forest combat.

Priest: Intermediate occupational category of clergy. Job title with significantly increased recovery percentage and range of restorative witchcraft. More Blessing Skills will also allow you to buff allies.

Intermediate clerics: Intermediate occupations of clerics. The power and scope of purifying magic has increased, with the strongest intermediate occupations against the undead. More Blessing Skills will also allow you to buff allies.

Intermediate Beast Use: Intermediate job title for Beast Use. Job title with an increased Tame Monster status and an increased Tame success rate.

Intermediate Alchemist: Intermediate job title of alchemist. Magic power greatly increases the dexterity value and learns new alchemy.

Intermediate Researcher: Intermediate job title of researcher.

Intermediate occupier: Intermediate occupational category of occupier. The divination effect rises and a new divination is added.

Intermediate Merchant: The intermediate job title of the merchant. Status increases slightly. The type of job where NPC visits and sales increase when you run a store.

Intermediate Blacksmith: Intermediate job title of blacksmith. Status increases muscle strength and dexterity. Increases the quality, rarity, and effectiveness of the weapon created.

Intermediate tannery: Intermediate job title of tannery worker. The stats are greatly increased by the dexterity value. Increases the effectiveness of the equipment created. Increases the quality, rarity, and effectiveness of the weapon created.

Intermediate Farmers: Intermediate occupations of farmers. The stats are greatly increased by the dexterity value. The quality and rarity of the vegetables grown increases.

Intermediate Pharmacist: Intermediate job title of pharmacist. The stats are greatly increased by the dexterity value. Increases the quality, rarity, and effectiveness of the created items.

Intermediate woodworker: Intermediate job title of woodworker. Status increases significantly in muscle strength and dexterity. Increases the quality, rarity, and effectiveness of the equipment created.

Production Beast Use: One of the intermediate types of beast use for special occupations. When there are Tame Monsters specializing in production, they are liberated. There is a correction in the production capacity of the Tame Monster, an increase in the quantity and quality of production. Benefits include reduced standby times for production.

Magic Beast Users: One of the intermediate occupations of beast users. Correction enters into your magic, increasing your magic. You can work with Tame Monsters to use special magic. You can summon once a day.

Warrior Beast Users: Special job title in one of the intermediate occupations of Beast Users. If you have fought a melee with a beast, you will be released. Corrections are applied to your weapons and protective equipment, increasing muscle strength. Gain special skills that can be used to collaborate with Summoners.

Clerical Warrior: Intermediate occupational category of cleric and special occupational category. Melee battles in the cleric profession will set you free. Handle a special purifying sword, take it to the undead and the devil, natural enemy job title.

Holy Knight: A special occupation called Paladin. You need to join the Knights and get a special title. I can only be from a knight. I can use light magic.

Assassin: Special Job Title for PK only. I need to get a special title. Gain skills specific to assassinations such as sign blocking, dark vision, etc.

Avenger: Special job title dedicated to PKK. I need to get a special title. Gain advantageous skills against assassins such as Signal Blocking Nullity, Signal Detection, etc.

Dark Knight: A knight's intermediate job title and special job title called Dark Knight. When I get a special title, I only see this job title. A job title that can only be partied with a Dark Lineage job title, but the player's status rises abnormally.

Musketeer: A special type of job that can be equipped with a gun called a gunner. You need to join the Knights and get a special title.

Esper: A special type of job where psychic abilities can be used. You need to complete a special quest.

Cook: A special type of culinary specialization. I need to get a special title. The effect of cooking increases.

Cavalry: A special occupation that fights on horses and such. I need to get a special title. The most orthodox of cavalry. Gain Horse Sword Ability and increase all stats of what you are riding and yourself as you ride.

Light Cavalry: A special occupation that fights on horses and such. I need to get a special title. It is the fastest of the cavalry and specializes in chaos, ambushes, reconnaissance, and more. It greatly increases what you are riding and your Agility status as you ride. It can consist of bandits, light warriors, ninjas, etc.

Spear Cavalry: A special type of job that fights on horses and such. I need to get a special title. He has horse spear skills in cavalry and specializes in assault. What you are riding and your muscle strength and acumen stats rise more than cavalry. It can consist of spears, etc.

Heavy Cavalry: A special type of job that fights on horses and such. I need to get a special title. He has the greatest defense in the cavalry and specializes in assault. What you are riding and your muscle strength and defense stats rise more than cavalry. It can consist of heavy warriors, etc.

Bow Cavalry: A special occupation that fights on horses and such. I need to get a special title. Specializes in ranged attacks by cavalry bows in cavalry. What you are riding and your muscle strength and dexterity stats rise more than cavalry. I can be an archer or something.

[Monster]

Event Monsters: Special monsters that appear only in operational events. Dismantling does not drop items.

Boss Monster: A stronger monster than usual. Appear with event triggers and event bosses.

Event Boss Monster: A boss monster dedicated to operational events. Far stronger than regular boss monsters. When dismantled, the item is dropped.

Reid Boss: The boss who conducts battles for all players.

[Quest]

Clan Quest: A highly challenging quest that can only be taken by those who have formed a clan. Both experience and items are good.

Alliance Quest: The highest degree of difficulty that only those who have formed an Alliance can take. Both experience and items are good.

Area Liberation Quests: Quests to unlock the following areas: It is more difficult than usual and the boss of the area appears.

[Game system]

Strike: Types of striking weapons attacks such as fights, gauntlets, hammers, axes, etc. Resists hard enemies and shields, reducing the endurance of the weapon by more than other attack categories. The type of damage is impact damage.

Slash: The type of attack of slashing weapons, mainly swords, great swords, axes, etc. Weak on hard enemies and shields. But only this attack can target site destruction. The type of damage is slash damage.

Assault: Types of assault of poking weapons, mainly spears, rapiers, bows and arrows. Weak on hard enemies and shields. But it specializes in weapon damage. The type of damage is penetrating damage.

Impact Damage: Damage that occurs when momentum hits something well. The greater the impact it conveys, the more damage it increases.

Slash Damage: The damage that occurs when something slashes you. The more power you apply when killing, the more damage you increase.

Piercing Damage: The damage that occurs when something pokes you. The more force you apply when poking, the more damage you increase.

Fall Damage: Fall damage occurs when falling from a high place. The higher the damage, the more damage.

Clan: The name of the player's party. You can even name one person, and you can register a helper NPC. Registration is required when leaving the store or entering the Knights of the Country, etc.

Emblem: Flags flying by clans and guilds. Something that proves ourselves. Can be listed in a store, etc.

Riding Fights: Fights carried out with horses on, etc. It is important to note that releasing the mantle does not have the effect of the mantle. Caution should be exercised, as depending on the length of the weapon, it may not reach the enemy.

Flight: Flying behavior. Rising too high causes damage due to the cold, flying fast or going too high prevents you from breathing and increases the damage taken. Can be disabled with protection, items, skills, magic, etc. Limit altitude exists, ignoring it causes you to lose consciousness and force you to log out.

Swimming: the action of swimming in water. I can't swim without my swimming skills or their top skills.

Diving: Behavior diving underwater. Damage occurs when the breath stops holding. Diving too deep can also cause water pressure damage. Can be disabled with protection, items, skills, magic, etc.

Underwater Combat: Magic power other than water magic, greatly reduced speed. It also moves slower, greatly reducing the speed of the weapon and all kinds of damage. With top swimming skills, dedicated weapons, etc., you can fight the same battles as normal.

Paris: The act of playing the opponent's weapon with a shield or other weapon. The opponent bounced is stiff for a few seconds.

Rigid: Occurs when a strong impact occurs, a weapon is bounced, an attack occurs when a skill is executed, and the skill is cancelled. Also, when stiff, when continuously attacked, the stiffness time increases and the damage taken increases.

Stores: Stores operated by players. It is mainly a facility used by production jobs, but even combat jobs can have shops. However, building a store from scratch costs the same amount of money as a home. Prices change depending on the size of the store.

Home: Home made by the players. You can log out of the bedroom cot and also install furniture, etc.

Vault: Furniture that allows you to keep money and items.

Inventory: The first place the item you get gets in. Items do not degrade while in the event.

[Debuff]

Condition Anomaly: Bat status received by magic, skills, etc. In game terms it is called debuff. You can check on the status screen and the types are: Attack Loss, Defense Lower, Speed Lower, Magic Attack Lower, Magic Defense Lower, Paralysis, Poison, Violent, Corrosion, Sleep, Burn, Confusion, Darkness, Petrification, Ice Frost, Curse, Enchantment, Illness, Seal, Stop, Madness, Restraint, Possession, Site Break, Weapons Break.

Attack Loss: Abnormal loss of muscle strength.

Defense Loss: Abnormal defense drop condition.

Speed drop: Abnormal condition with drop in sensitivity value.

Magic Attack Loss: Abnormal state where magic power drops.

Magic Defense Loss: Abnormal state of defense dropping when subjected to magic.

Paralysis: Paralysis and inability to move state abnormality.

Poison: Abnormal condition that keeps taking damage during poison.

Violent Poison: Abnormal condition with higher damage than poison.

Corrosion: Abnormal condition that lowers endurance values for defense, weapons, etc., making the body less likely to move.

Sleep: Loss of body strength, abnormal sleeping condition. When attacked, it heals.

Burn: Abnormal condition that keeps taking damage. Over time, the amount of damage increases.

Confusion: Abnormal condition with a chance to attack an ally.

Darkness: Abnormal condition with darkened vision.

Petrification: Abnormal condition becoming stone. You won't be able to move, but your enemy's damage won't work either.

Ice: Abnormal condition that freezes and becomes immobile and continues to take damage.

Curse: Grant magic such as buffs, state anomalies that invalidate grant effects.

Attraction: Conditional anomaly with probability of interfering with an ally's behavior. There are various methods of jamming, but no excessive jamming occurs.

Disease: Conditional abnormality with significantly reduced overall status.

Sealing: abnormal state to seal for a certain amount of time. There are types of skills, weapons, martial arts, magic, behavior, state abnormalities, etc.

Stop: Condition abnormality that makes you unable to move.

Madness: Abnormal state of mind losing will, attacking enemies, allies in auto. This toon has a 0 Defense and all other stats have a significantly increased effect. This state anomaly occurs when a Summoner or Tame Monster runs wild.

Possession: Abnormal state capable of manipulating enemies. However, strong enemies and players have consciousness, so they can resist to some extent. If a player does not remember but gives a malicious order against a summoner, etc., the account will be suspended immediately.

Restraint: Abnormal condition that limits the opponent's behavior and continues to cause damage. Untie the restraint and it will be released.

Site damage: Abnormal condition with part of the body missing. The lost part becomes unusable. Can be cured with healing magic or superior healing magic.

Weapon Break: Abnormal condition with some of the weapons broken. The broken part becomes unusable. Can be fixed with alchemy or blacksmith skills.

[Buff]

Condition Enhancement: An effect that increases an ally's status or grants it to an ally. In game terms, it's called a buff. Attack Up, Defense Up, Speed Up, Magic Attack Up, Magic Defense Up, State Anomaly Resistance, State Anomaly Invalid, Barrier, Protect, Play, Attribute Grant

Increased Attack: Strengthens with increased muscle strength.

Increased Defense: Increased Defense.

Increased speed: Strengthened state with increased sensitivity.

Increased Magic Attack: Increased Magic Power.

Magic Defense Up: Strengthens the state where your defense increases when you receive magic.

Condition Abnormality Tolerance: Condition enhancement that makes it harder to apply to condition abnormalities. Each condition anomaly has the effect of resistance.

State Abnormality Disabled: State enhancement to disable state abnormality. Each state anomaly has the effect of deactivation.

Barrier: Enhanced condition to prevent attacks. When damaged, it breaks.

Protection: state enhancement that occurs in titles, skills, etc. Effects can vary from strengthening status to adding skills.

Play: Auto recovery. Strengthen the state to recover with less healing but after a certain amount of time.

Attribute Grant: A state enhancement that grants magic attributes.

[Facilities]

Castle: The place where kings and others who hold that country live.

Castle Wall: The wall that surrounds the country. Depending on the country, the making varies. Made to protect the people from monster raids.

Fields: Facilities where vegetables can be grown. It is managed by an agricultural guild and needs to be paid for when it is made larger. Depending on what you want to grow, you need to build a variety of fields.

Pharmacy: A facility where you can grow medicinal herbs. It is managed by an agricultural guild and needs to be paid for when it is made larger.

Tea plantations: facilities where tea leaves can be grown. It is managed by an agricultural guild and needs to be paid for when it is made larger.

Middlefield: An establishment where you can grow rice. It is managed by an agricultural guild and needs to be paid for when it is made larger.

Orchard: An establishment where fruit trees and ordinary trees can be grown. It is managed by an agricultural guild and needs to be paid for when it is made larger.

Vinyl House: Facilities for growing varietally improved vegetables and grasses. You need to pay for it when you turn it up.

Agricultural guild: a large guild that manages agriculture around the world. In addition to vegetables and fruits, he also manages herbs, tea leaves and trees.

[Weapons]

Axe: A weapon for tapping off a thick, heavy blade at the tip of a pattern that can be held with one hand. Both Strike and Slash damage enter. A vicious weapon. A weapon that embodies a single hit special because the power is slow to return after a tremendous wave.

Great Axe: A large axe weapon held with both hands. A weapon that weighs more than an axe and is even more powerful. Remains the most destructive of weapons.

Big Spears: Spears longer and heavier than usual. You will use the same spear skills as spear martial arts, but you can use spear skills martial arts right away if you have spear skills right now. One of those weapons that is hard to balance and deal with.

(12) Spear weapon used in underwater warfare. You will use the same spear martial arts. It is easier to handle rubber and the like when using rubber.

Sword: A weapon with a spear tip as a knife. Because of the knife, I specialize in slashing.

Longbow: Longbow weapon. You will use the same thing as bow martial arts. A weapon that uses muscle strength over a bow, but increases range and greatly increases arrow power.

Fan: A weapon also known as a fan. The weapon used by priests, such as witches, in liturgy. Weapon with no attack capability.

Iron Fan: A weapon of the same lineage as a fan, but this one is a darker, protective weapon that specializes in beating, poking, throwing, and protecting as a combat weapon. A special technique is required to create it.

Spear Axe: A weapon axed to the tip of a spear called a Hulbert. Spike if you use a spear, strike if you use an axe, slash and a versatile weapon that changes type. However, it is difficult to handle it heavily.

Tarot Card: One of the weapons used for occupier. It consists of 22 large arcanas. Each arcana has a defined effect and has the characteristic of reversing the effect in the positive and reverse positions.

Knife: The hardest weapon to make with a sword weapon. A sword made in search of slashing enemies while being an excellent weapon in defense. The sharpness is the strongest in all weapons.

Sickle: A weapon that greatly changes the way you fight with the sickle weapon you make. If you turn it into a sickle, you specialize in medium range attacks and restraints on your enemies, and if you turn it into a sickle, you have a single hit of attack. Ordinary sickles specialize in continuous attacks, a pretty tricky weapon.

Gun: A weapon with the greatest destructive power in a long-range normal weapon. However, there are many drawbacks, such as the fact that you can only shoot one shot, the aim is uncertain, it takes time to shoot again, and the high price of the bullet. I can even make it in a blacksmith job, but I have the corresponding difficulty to make it.

Magic Book: A book describing magic. When I let go of my hand, it floats in the air, only around me, but I can move it, I think. Automatically activates magic when you think of the magic you want to use in a magic book. Since it is a different weapon from the wand, simultaneous use is the greatest advantage. One of the weapons the wizard aspires to, but it costs terrible money to make it.

[Magic]

Tree Magic: Elves, intrinsic magic handled by dry ads. Specializes in supporting allies with the power of a large tree.

Disease Magic: Advanced Magic of Wind Magic. Magic that is specialized in blowing and annihilating many enemies with the power of powerful winds.

Flame Magic: Advanced Magic of Fire Magic. Magic that is specialized in burning down and annihilating many enemies with the power of powerful flames and heat.

Earth Magic: Advanced Magic of Soil Magic. Magic that is specialized in crushing and annihilating many enemies with the power of a powerful earth.

Sea Magic: Advanced Magic of Water Magic. Magic that specializes in pushing and annihilating many enemies with the power of powerful water.

Holy Magic: Advanced Magic of Light Magic. The magic of defending your allies with sacred light and inflicting heavenly punishment on your wicked enemies.

Dark Magic: Advanced Magic of Dark Magic. Magic that specializes in tormenting many enemies, allies, with the power of darkness.

[Art]

Ninja: Unique moves that can only be handled by ninjas. He has little attack power. Specializing in reconnaissance, secrecy, etc. Attacking ninja skills are remembered with attribute ninja.

Attribute Ninja: There are five types of ninja: wind, fire, earth, thunder, and water.

Witchcraft: Monster technique can be used.

Immortal Arts: Immortal moves. I can fly through the sky or release an air bomb.

Occupancy: A move with a strong gambling ability that affects allies, enemies in some way with divination results.

[Magic]

Recovery Sorcery: Sorcery specific to the clergy. Magic specializing in recovery.

Purifying Sorcery: Sorcery specific to clerics such as clerics. Undead, it has a special attack effect on the devil.

Sealed Sorcery: Sorcery specializing in sealing enemy actions

[Summoning magic]

Synthetic Summoning: A subpoena magic that synthesizes two subpoenas and summons new subpoenas. No more summoners used for synthesis, and their ego is passed down to summoners born in synthesis. The sensitivity of the Summoner becomes important in a sorcery that is at high risk of causing a runoff. It is also not possible to synthesize sub-races above the intermediate level.

Spirit Summoning: Elf trump card. Even the little spirits can be summoned by dry adds, but only elves can summon more than the medium spirits. The summoned Spirit participates in the battle in a support frame and disappears when the magic of the summoned Operator is gone. Re-use takes 24 hours.

[Subracial]

DRAGONUT: An intermediate subrace called the dragon race. He dedicates his absolute loyalty to the dragon kings and dragon gods of all kinds in a sub-race that specializes in combat.

Elves: An intermediate subrace called the Forest Fairy Species. He dedicates his absolute loyalty to the great spirits of all kinds in a sub-race that specializes in magic.

Celian Beast: An intermediate subrace called the Beast Race. He dedicates his absolute loyalty to the gods of all kinds of beasts in a sub-race that is specialized in combat.

Lizardman: A small subrace called the lizard race. He dedicates his absolute loyalty to the Dragon King of Water and Fire in a sub-race that specializes in wetland warfare and underwater warfare.

Hawkman: A small subrace called the bird race. He dedicates his absolute loyalty to gods and superior beings wrapped around the sky in sub-races specialized in aerial combat.

Dry Adds: A small subrace called the Tree Fairy Species. He dedicates his absolute loyalty to the great spirits of all kinds in a sub-race that specializes in magic.

Dwarf: An intermediate subrace called the earthly fairy species. A subrace specializing in blacksmithing and a subrace of blacksmith life.

Hobbit: A small subrace called a small race. Subracial specializing in making accessories. I'm not swearing allegiance to anything, I'm just a subrace who wants to die in peace.

Goblin: A small subspecies called evil fairy species. Intelligence is the lowest subrace, but to bad, the troubled subrace that turns its head.

Fairy: A small subrace called the Little Fairy Species. It was born with a synthetic summons of butterflies and spirits. He dedicates his absolute loyalty to the great spirits of all kinds in a sub-race that specializes in magic.

[Skills]

Fighting: Automatically evolves when bare hand skills reach 10. Learn boxing moves.

Throw: Skills of throwing things. The higher your skill level, the farther you can fly, and the more damage you can do.

Logging: Skills needed to cut down more than famous trees. Increases the speed at which you cut down each level you increase.

Reading: Skills for reading books and letters. More books to read as the level increases.

Synchro: Intermediate Summoner Dedicated Skill. I don't talk to my subpoena, I can talk at a distance. Increased skill levels unlock new skills.

Fast Chanting: Skills that reduce magic chanting time. The effect increases with each level.

Struggle: Ability to increase muscle strength for a certain amount of time. Increase skill level and increase effectiveness.

pseudo-dragonization: Dragonut specific skills. Skills that awaken the value of a sleeping dragon in our house. Significantly increases the status, but when the magic is gone, it cuts off. Re-use takes 24 hours.

Dragon moves: Dragon specific skills. I can use Dragon moves.

Underwater Behavior: Swimming Skills and Top Skills. Skills that will allow you to breathe underwater.

Water Blade: Skill of flying a water blade.

Collection: Skills required to collect herbs and other grasses.

Woodworking: Skills required to make wooden weapons and products.

Dispensing: Skills required to make potions and other medicines.

Knowledge of Elves: Skills to gain knowledge of Elves. I can see the information involved in the Grasshopper Forest.

Fox Fire: Can hold fire in a weapon or attack enemies directly with fox fire.

Blood Awakening:

Surprise: Skill that increases damage when attacked unnoticed by enemies.

Flight: Skills required to fly in the sky other than magic or fairy arts.

Night's eye: Skills that look bright even at night.

Eagle's Eye: Skills that allow you to see far away.

Hidden: Skills to hide your figure.

Signal Blocking: Skills you won't find in sign perception.

Signal perception: Skill in perceiving enemy signs.

Thermal Sensing: Skills of sensing what emits heat. Enemies that cannot be deactivated due to blocked signs but do not have heat cannot be detected.

Hazard Detection: Skills in detecting hazards such as traps.

Trap Installation: Skills required to create a trap.

Sticky yarn: Nevah's yarn. Specializing in catching enemies.

Hard yarn: Hard yarn. Specializing in detaining enemies.

Soft yarn: soft yarn. Production skills suitable for sewing and weapons.

Milk Collection: Production skills that allow you to acquire milk.

Escape Foot: Skills that increase your Agility when fleeing.

Hair Growth: Production skills that allow you to acquire hair.

Horseback riding: Skills required to ride a horse.

Disease walking: Skills that give you a temporarily sensitive value.

Defense: Ability to reduce damage when attacked.

Taunt: Skills that target enemy attacks against you.

Physical Resistance: Skills that reduce damage from physical attacks.

Hooknails: The skills required to attack with a hook nail.

Nail Strike: The skill required to attack with a nail.

Assault: A skill that makes critical damage more likely to occur.

Hydration fangs: Skills that impart water attributes to your fangs.

Ice Claws: Skills that grant ice attributes to your own nails.

Intimidation: A skill that frightens enemies for a moment by intimidating them.

Strong Intimidation: Top skills in intimidation. Skill to stop the opponent from moving for a few seconds.

Leap: Skills that can fly high when jumping.