The Summoner is Going

114 Results of analysis of magic-related skills (report)

Results of analysis of magic-related skills (report)

Rapporteur Red Lotus

1. First

Thank you to everyone who started the message board and helped.

This report summarizes some of the information to date on magic related skills.

Therefore, it should be noted that the description is limited.

What is the purpose of this report?

At first, what spells do you acquire as you level up your magic skills? The investigation should have begun.

It was only natural to go around to find out what kind of spell that would work.

So far, it has been good.

It seems to me that it was the exhaustion of luck that gradually looked into the conditions under which the effects would increase or decrease.

I now have more opportunities to be consulted about spells and skill composition.

How did this happen?

In other words, I would like to skip the opportunity to explain this to the people who play Anazerlink Saga Online.

I don't want to be false, so I want to say it again in a different language.

It's a hassle to explain the same thing over and over again.

In the first place, the game has unpublished data, or mask data, and it's extremely troublesome to analyze.

It is equal to nothing that can be numerically indicated.

I would like you to refer to it only.

I am tired of the following matters, and am responsible for them.

If you peddle the contents of the text and suffer damage, I'm sure I'm the one to blame.

But I dare say it.

"I'm tired, for your information, I want you to"

I declare it to those who think it is a line of prevention.

This is definitely a line of prevention.

2. Basic Magic Skills

2.1 Types of magic skills

2.1.1 Basics: Magic skills that allow you to choose from the beginning

Light magic, dark magic, fire magic, wind magic, earth magic, and water magic are six kinds.

These can be acquired at the time of character creation, no matter which profession or race they are.

Naturally, to the extent that bonus points are allowed to be spent,

It should also be noted that if you choose Soothsarah, Summoner or Bird for your profession, you must compulsorily acquire one of the above six species.

If an elf is similarly chosen for a race, one of the six species mentioned above must be compulsorily obtained.

Bonus points required shall be increased or decreased by race, occupation.

Neither Soothsarah nor Elf can turn all magic skills.

Always set a magic skill.

2.1.2 Derivation: magic skills that allow selection after the conditions have been met

At the moment, dust magic, melt magic, burning magic, thunder magic, ice magic, wood magic, space-time magic, these seven species have been identified.

The acquisition conditions are as follows:

Dust Magic Fire Magic Lv4 + Wind Magic Lv4 + (Dexterity Value + [Collaboration] Lv = 20 +)

Melting Magic Fire Magic Lv4 + Soil Magic Lv4 + (Dexterity Value + [Collaboration] Lv = 20 +)

Burning Magic Fire Magic Lv4 + Water Magic Lv4 + (Dexterity Value + [Collaboration] Lv = 20 +)

Thunder Magic Wind Magic Lv4 + Soil Magic Lv4 + (Dexterity Value + [Collaboration] Lv = 20 +)

Ice Magic Wind Magic Lv4 + Water Magic Lv4 + (Dexterity Value + [Collaboration] Lv = 20 +)

Wood Magic Water Magic Lv4 + Soil Magic Lv4 + (Dexterity Value + [Collaboration] Lv = 20 +)

Space-Time Magic Light Magic Lv4 + Dark Magic Lv4 + (Dexterity Value + [Collaboration] Lv = 20 +)

After completing the conditions, it is possible to acquire the spells of the two associated Magic Skills by using them continuously.

[Collaboration] of auxiliary skills can be acquired at random during character creation or at random during pedigree level.

All I can say about this is luck anymore.

Note that obtaining the status value is difficult where the dexterity value is a condition.

When the conditions were unknown, no, the dexterity value was relatively negligible when it was not known the existence of derivative magic skills.

Dexterity values were most important in production jobs, so many of those currently acquiring derivative magic skills are in production jobs.

Relatively easy to acquire was the fact that the race was in the elf magic position, and many magic jobs had not grown clever values.

Many of the leading magic positions are oriented towards giving up the acquisition of derivative magic skills.

As will be discussed later, the demand for a space-time magic spell, return home, was huge, and the impact literally ran.

The same applies when the presence of an instant portal is revealed.

I want it regardless of the avant-garde or the rear guard.

2.1.3 EXCLUSIVE: Magic skills compulsory to acquire by profession

Summoning magic, spells, curses, these are the three kinds.

Summoning magic is compulsively acquired if a Summoner is selected as a profession at the time of character creation.

Curses and curses are compulsively acquired if Bird is chosen for the profession at the time of character creation.

These three types of magic skills are not known at this time and are described separately here.

And these skills cannot be turned to withholding skills.

2.1.4 SPECIAL: Magic skills that are forced to be acquired by the race

Only spiritual summons.

Spirit Summoning is compulsively acquired if, at the time of character creation, an elf is selected as a race.

Occupations are irrelevant.

Also, this skill cannot be turned into a refrain skill.

Together, it is possible to summon spirits corresponding to the magic skill set.

If more than one magic skill is set, the spirits corresponding to each can be summoned.

Details will be given later.

For the record, there are other assistive skills that are compulsory to acquire by race.

Elves and Dwarves are both forced to acquire dark vision.

2.2 Type of spell

2.2.1 Common

It is a spell that can be acquired and used in any magic skill.

The list of spells shall be described later.

By using this category of spells, any magic skill will grow.

In that case, it is assumed that the EXP will be equally distributed to the magic skill being set.

2.2.2 Unique

It is a spell that belongs to each magic skill.

The list of spells shall be described later.

Naturally, spells belonging to fire magic cannot be used unless they have set fire magic.

That is the case.

2.3 Spell Efficiency

2.3.1 Differences by occupation

Only the wizard profession can fully demonstrate his magical skills.

Sorcerers, Summoners, Birds, and these three types apply.

Otherwise, it can be confirmed that the profession is becoming less efficient.

This affects a variety of elements, including amount of damage, effect, range, duration, and range.

Some items are rarely affected, but the spell of the contact activation condition hits this.

It will be described below as a rough indicator.

90% Equivalent Alchemist, Pharmacist, Rapidary

80% Equivalent Hunters, Treasure Hunters, Farmers, Merchants

Woodworker, Cock, Fabric Farmer

Leatherworker, Glassworker

70% Equivalent Fighter, Blacksmith, Fisherman

Lamberjack, Stonecutter, Ceramic Worker

Moreover, the bonus points required to acquire magic skills tend to increase to the lower.

Each profession suggests the existence of a superior position.

It is also expected that there will be fluctuations as a result, but it is not clear.

It should be noted that the same trend has been observed with regard to weapons skills, and it is easy to imagine that the above objections have been raised.

2.3.2 Differences by race

Once, there were speculations that as a fix for magic skills, the elves were higher than humans and the dwarves were lower than humans.

It is now clearly denied.

It is my view that, at the same level and with the same status, there is no significant difference in the damage being done between races.

The susceptibility to differences and misunderstandings by race seems to be influenced by the fact that elves and dwarves have the exact opposite appropriateness.

2.3.3 Differences by status

Differences appear most clearly in the case of attack spells.

Naturally speaking, I should state it here because it should be specified.

It is difficult to express in numerical terms, but it has been found that there is a difference even outside of attack spells.

When the level of magic skill is the same and the equipment is the same, the high and low status values correlate very well.

However, due to the occurrence of criticals, it is hard not to say that they are completely correlated.

2.3.4 Differences by race level, occupation level and magic skill level

Initially, they were all denied, but it has to be said that they now exist.

But I can't say for sure.

Because at a time when the growth of each player is progressing, quantification is essential to analyze with interaction.

I dare to repeat it, but it is reasonable to think of it as something.

This shows a similar trend in MP consumption efficiency.

At the beginning of the game, if you use a Level 1 spell about three times, the MP bar will break in half.

Now that's Race Level 8, using Level 1 spells 10 times doesn't reduce the MP bar by 20%.

It is unfortunate that it is unclear which elements are working.

2.3.5 Penalties due to equipment

This is a phenomenon that occurs when metal equipment is used.

This is pretty cynical, and it has been reported that only 10 arrows with metal arrow butts are in the arrow barrel, which affects them.

In some cases, if a fighter wears heavy metal equipment, spell efficiency is depressed to about 50%.

However, the presence of metal items in the item box has no effect.

The players who play magic skills mainly were cautioned.

There may be items in this game that can be enhanced with non-metallic equipment.

There is also an exception for metal, and the silver one hits this.

Going forward, it is completely unclear whether there is misrilled silver, orihalcon or hyirocane at the moment.

However, players who use magic primarily will hardly have to worry.

It is the warrior system that needs to be troubled in this regard.

I want the magic warriors to be greatly troubled.

3. Spell List

Consumption MP in each spell can't really be quantified.

So I showed it in small, small, medium, large segments.

Whatever the trouble, I can't find any other way to do it.

The spell's effective time fluctuates considerably, so I'm discounting it.

The instructions in each spell description... are indicative and not absolute.

Don't expect most of it because it betrays you in a bad direction.

All, bad mask data, I'd say.

3.1 Common

What has been found so far is a spell up to level 12.

Level 1

Force Barrett: Single Attack Spell

Once you have acquired and set your magic skills, you will be able to use them from the beginning.

A valuable source of damage just after the game begins.

Remember that whichever is destined to be a superior substitution, but that it is non-attributed.

The range is slightly longer and the hit rate is high.

Consumption MP is slight to small.

Sense Magic: Perceptual Spells

Once you have acquired and set your magic skills, you will be able to use them from the beginning.

It is a basic magic that senses objects that dwell on magic.

However, it is also said that mastery such as camouflage and disguise can also make it difficult to detect magic.

The range is slightly wider. Consumption MP is slight.

Level 5

Dispel Magic: Counter Spells

Counter spells to counteract effects caused by magic, etc.

However, multiple state anomalies cannot be eliminated, and one state anomaly can be selected.

Excessive confidence is forbidden because it can fail.

It may be considered that the success rate decreases as the advanced one becomes the opponent.

The range is narrow. Consumption MP is small.

Enchanted Weapon: Granting Spells

A spell that imparts magic to the entire subject.

The weapons and protective equipment you are equipped with are effective even on your bare hands.

Note that the contents of the item box are invalid.

unattributed.

It is essential to hit a demonic opponent who can only do damage with magic.

The range is narrow. Consumption MP is small.

Keylock: Grant Spell

Granted spells that magically lock doors, windows, boxes and other things that open and close.

The effect is permanent.

Note that disarming is not possible with Dispel Magic.

Don't tell me it was mandatory inside the cave at the corner.

Range is contact. Consumption MP is slight.

Unlock: Counter Spells

A spell that pairs with the above key lock.

A counterspell that unlocks a key hung by a key lock.

The range is extremely narrow. Consumption MP is small.

Level 12

Restore: Recovery Spells

A spell that heals multiple state anomalies at the same time, apparently.

Otherwise unknown at the moment.

'Cause there's a player who can verify (ry

Sancitifi Undead: Counter Spells

Magic that weakens the undead, apparently.

Otherwise unknown at the moment.

'Cause there's a player who can verify (ry

3.2 Light Magic

What has been found so far is a spell up to level 10.

Level 1

Flash Wright: Auxiliary Spells

A spell that creates a light source for the sphere.

I want one player for the party, and if possible two players that can be used.

One party would be enough, but it would also look like a demon.

I can't even deny the side that is made demonic.

Dark magic spells depending on the situation, better used separately from noctvision.

Valid range is there. Consumption MP is slight.

Mental Enchant Wright: Granting Spells

of status, a spell that strengthens mental power.

There is a plus to all judgments involving mental strength.

Reduces damage primarily in defenses against magically similar attacks.

The state anomaly resist determination is also positive.

It also seems to help increase MP consumption efficiency, but I still can't say for sure.

Valid range is there. Consumption MP is small.

Level 3

Resist Wright: Counter Spells

A spell that reduces damage caused by attacks of light attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Light Heels: Recovery Spells

The basic magic skill has healing spells at level 3 for all six species.

In detail, I would like to summarize the six species and discuss them later.

Confuse Blast: Single Attack Spell

A spell that shoots in a lump of light.

At the same time as dealing damage, there is a chance that it will confuse the subject.

User-friendly.

Range distance is there, hitting rate is pretty high.

Consumption MP is small.

Level 6

Illusion: Auxiliary Spells

A spell that creates a phantom.

Say the surgeon's arm will be questioned.

Many cases create their own phantoms and use them for agitation.

Valid range is wide. Consumption MP is inside.

Light Explosion: Overall Attack Spell

The whole offensive version of Confuse Blast.

You can think of as much as 70% of the damage dealt by Confuse Blast.

The probability of occurrence of a state anomaly is the same.

Valid range is there.

Consumption MP is inside.

Level 10

Enchanted Wright: Granting Spells

A spell that grants light attributes to the entire subject.

Optical attribute version of Enchanted Weapon.

The range is narrow. Consumption MP is small.

Pulse Laser Burst: Single Attack Spell

Attack spells utilizing light vibration.

Very powerful, but the damage drops rapidly as the target gets farther away.

The range is longer and the hit rate is very high.

Consumption MP is large.

3.3 Dark Magic

What has been found so far is a spell up to level 10.

Level 1

Noctvision: Auxiliary Spells

A spell that can secure vision even in the dark.

I want one player for the party, and if possible two players that can be used.

Elves and Dwarves have dark vision of auxiliary skills, so it's not necessary...

Dark vision of auxiliary skills is superior in ability.

There's nothing like attracting demons like flash lights.

Instead, you need to hang a spell on every member of the party.

Light magic spells depending on the situation, better be used separately from flash lights.

Valid range is there. Consumption MP is slight.

Mental Enchant Dark: Granting Spells

of the status, a spell that enhances the intellect value.

All decisions involving intelligence values are positive.

It is mainly used to increase damage from attack spells.

Valid range is there. Consumption MP is small.

Level 3

Resist Dark: Counter Spells

A spell that reduces damage caused by attacks of Dark Attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Dark Heels: Recovery Spells

In detail, I would like to summarize the six species and discuss them later.

Darkness Steer: Single Attack Spell

A spell that shoots into the belt of darkness.

At the same time as dealing damage, there is a chance to darken the subject.

User-friendly.

Range distance is there, hitting rate is pretty high.

Consumption MP is small.

Level 6

Darkness Field: Auxiliary Spells

A spell that wraps a certain range in the dark.

Less effective for nocturnal vision and dark vision skills.

Caution should be exercised because there are demons that are not effective.

Valid range is wide there. Consumption MP is inside.

Dark Explosion: Overall Attack Spell

Overall attack version of Darkness Steer.

The damage dealt is about 70% of Darkness Steer.

The probability of occurrence of a state anomaly is the same.

Valid range is there.

Consumption MP is inside.

Level 10

Enchanted Dark: Granting Spells

A spell that grants dark attributes to the entire subject.

Dark attribute version of Enchanted Weapon.

The range is narrow. Consumption MP is small.

Karzd Shadow: Single Attack Spell

Shadow-based attack spells.

Rip the target's shadow to transcribe damage.

As long as there is shadow, neither defense nor escape is near impossible.

If there is a shadow, the range is irrelevant and the hit rate is very high.

It is a form of curse that can be resisted by a spell object.

Consumption MP is large.

3.4 Fire Magic

What has been found so far is a spell up to level 10.

Level 1

Pyrokinesis: Auxiliary Spells

A spell that ignites a subject.

It is not a damaging spell unless the object is also present to prolong burning.

However, it has been confirmed that it works very effectively against some demons.

Valid range is narrow. Consumption MP is slight.

Physical Enchant Fire: Granting Spells

of stats, a spell that strengthens muscle strength values.

All determinations involving muscle strength values are positive.

It is mainly used to increase damage from physical attacks.

Valid range is there. Consumption MP is small.

Level 3

Resist Fire: Counter Spells

A spell that reduces damage caused by fire attribute attacks and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Fire Heel: Recovery Spell

In detail, I would like to summarize the six species and discuss them later.

Fire Shoot: Single Attack Spell

A spell that shoots in a sphere of fire.

As a Level 3 spell, it does a lot of damage and many demons don't like this.

Range distance is there and so is the hitting rate.

Consumption MP is small.

Level 6

Firewall: Wall Spells

A spell that creates a wall of fire.

It is possible to get through because it is not an entity, but the damage is enormous.

Valid range is there. Consumption MP is inside.

Fire Storm: Overall Attack Spell

Overall attack version of Fire Shoot.

You can think of as much as 70% of the damage dealt by Fire Shoot.

Valid range is there.

Consumption MP is inside.

Level 10

Enchanted Fire: Granting Spells

A spell that grants a fire attribute to the entire subject.

Enchanted Weapon fire attribute version.

The range is narrow. Consumption MP is small.

Enemy Byrne: Single Attack Spell

An attack spell that forcefully burns the subject's entire body.

The subject must have a line of sight.

It's virtually impossible to escape, but it's a shame the range is slightly shorter.

Consumption MP is large.

3.5 Wind magic

What has been found so far is a spell up to level 10.

Level 1

Air Current Control: Auxiliary Spells

A spell that controls the wind.

There is no damaging momentum.

This is enough to blow toxic gases.

Valid range is there. Consumption MP is slight.

Physical Enchant Wind: Granting Spells

of the status, a spell that enhances the agility value.

All determinations involving agility values are positive.

It is mainly used to increase movement speed and attack avoidance rate.

Valid range is wide. Consumption MP is small.

Level 3

Resist Wind: Counter Spells

A spell that reduces damage caused by an attack of a wind attribute and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Wind Heels: Recovery Spells

In detail, I would like to summarize the six species and discuss them later.

Wind Cutter: Single Attack Spell

A spell that shoots a wind blade in.

Works well for demons in air position.

As a Level 3 spell, the damage dealt is small, but the range is longer and the hit rate is higher.

Consumption MP is small.

Level 6

Wind Shield: Wall Spells

A spell that creates a shield of wind.

It is possible to get through because it is not an entity, but there is a chance of losing stature when taking damage.

Valid range is wide. Consumption MP is inside.

Storm Wave: Overall Attack Spell

Overall attack version of Wind Cutter.

You can think of about 70% of the damage dealt by Wind Cutter.

Valid range is wide.

Consumption MP is inside.

Level 10

Enchanted Wind: Granting Spells

A spell that grants a wind attribute to the entire subject.

Wind attribute version of Enchanted Weapon.

The range is there. Consumption MP is small.

Worldwind: Single Attack Spell

An attack spell that rips the subject's entire body with the wind.

Note that in a narrow, sealed area, the power drops to the extreme.

Exceptionally, the range is slightly shorter as a wind magic spell, but the damage dealt is significant.

Consumption MP is large.

3.6 Soil Magic

What has been found so far is a spell up to level 10.

Level 1

Dowsing: Perceptual Spells

A spell that finds minerals available around you.

Obsidian discoveries are common, but in some places gemstones are rarely found.

Good for crushing free time.

Valid range is there. Consumption MP is slight.

Physical Enchant Earth: Granting Spells

of status, a spell that strengthens vitality.

There is a plus to all decisions involving vitality.

Reduces damage primarily in defense against physical attacks.

There is also a plus in the determination of the large damage resist.

Valid range is there. Consumption MP is small.

Level 3

Resist Earth: Counter Spells

A spell that reduces damage caused by attacks of earthly attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Earth Heels: Recovery Spells

In detail, I would like to summarize the six species and discuss them later.

Stone Barrett: Single Attack Spell

A spell that shoots a chunk of rock in.

Level 3 spells have the greatest destructive power.

Attractive to stabilise and damage many demons.

Range distance is slightly shorter and hit rate is lower.

Consumption MP is small.

Level 6

Stonewall: Wall Spells

A spell that creates a wall of dirt.

It is very difficult to get through because it is an entity, but it is not impossible.

No overconfidence.

It can also be used to buy time because demons are unlikely to come through.

Some tactics scaffold over walls.

Valid range is there. Consumption MP is inside.

Gravel Blast: Overall Attack Spell

Overall attack version of Stone Barrett.

You can think of about 70% of the damage Stone Barrett deals.

Valid range is there.

Consumption MP is inside.

Level 10

Enchanted Earth: Granting Spells

A spell that grants earthly attributes to the entire subject.

Enchanted Weapon's Earthly Attribute Edition.

The range is there. Consumption MP is small.

Pitfall: Single Attack Spell

An attack spell that fits the subject into a magically created pitfall.

However, the target must be standing on the ground and on the stone floor.

It has no effect on demons in aerial positions.

The range is slightly shorter, but not only does it do a lot of damage, but it can also be expected to contain behavior.

Consumption MP is large.

3.7 Water Magic

What has been found so far is a spell up to level 10.

Level 1

Liquid Water: Auxiliary Spells

A spell that creates pure water.

It can also be used as drinking water, but the taste is not good.

Effective range is contact. Consumption MP is slight.

Physical Enchant Aqua: Granting Spells

of the status, a spell that enhances the dexterity value.

All determinations involving clever values are positive.

It is mainly used to increase physical attack hit rate, receive rate, and secondary critical incidence.

Valid range is there. Consumption MP is small.

Level 3

Resist Aqua: Counter Spells

A spell that reduces damage caused by attacks of water attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Aqua Heels: Healing Spells

In detail, I would like to summarize the six species and discuss them later.

Water Needle: Single Attack Spell

A spell that shoots water needles in.

All of the damage done, range, and hit rate are good and balanced.

Consumption MP is small.

Level 6

Water Shields: Wall Spells

A spell that creates a shield of water.

Although it is physical, it is possible to pass through because it is water, but it can temporarily damage the dexterity value when taking damage.

Valid range is wide there. Consumption MP is inside.

Aqua Slash: Overall Attack Spell

Overall attack version of Water Needle.

The damage dealt should be about 70% of the water needle.

Valid range is wide.

Consumption MP is inside.

Level 10

Enchanted Aqua: Granting Spells

A spell that grants a water attribute to the entire subject.

Enchanted Weapon water attribute version.

The range is there. Consumption MP is small.

Flash Flood: Single Attack Spell

An attack spell that allows a large amount of water to be bathed at high pressure throughout the subject's body.

Dry deserts, for example, diminish their power.

Exceptionally, the hit rate is slightly lower for water magic spells, but the damage dealt is significant.

Action cancellations often occur.

Consumption MP is large.

3.8 Dust Magic

What has been found so far is a spell up to level 3.

Level 1

Bio Spoil: Single Attack Spell

A spell that rots and damages the subject.

Continuous damage can occur.

It has no effect on abiotic demons.

The range is very narrow. Consumption MP is slight.

Aging: Auxiliary Spells

A spell that promotes reaction.

In other words, it promotes aging, deterioration, decay and fermentation.

Maximum number of Dust Magic LVs x 7 days in one go, can promote reaction.

This can also be shortened.

Continuous use is not allowed. It appears to be the same subject once a day.

The range is narrow. Consumption MP is slight.

Offense Fall: Granting Spells

Spells that reduce the target's attack, destructive power.

I definitely want to use it against a strong opponent.

The range is there. Consumption MP is small.

Level 3

Resist Digrades: Counter Spells

A spell that reduces damage caused by attacks of dust attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Evaporator: Auxiliary Spells

A spell that decompresses a certain range.

As a result, evaporation is facilitated and the range of effects is dried.

The range is there. Consumption MP is small.

Thermal Expansion: Single Attack Spell

A spell that deals damage with hot air caused by the thermal expansion of the air

The range is slightly shorter and the damage is slightly lower, but the hit rate is very high.

Consumption MP is small.

3.9 Melting magic

What has been found so far is a spell up to level 3.

Level 1

Heat Metal: Auxiliary Spells/Single Attack Spells

A spell that fevers metal.

Depending on your ingenuity, you can damage demons.

The range is extremely narrow. Consumption MP is slight.

Shape Change: Auxiliary Spells

A spell that temporarily softens solids.

You will be able to deform metals and stones by hand.

The range is extremely narrow. Consumption MP is slight.

Defense Fall: Granting Spells

A spell that reduces the target's defense.

Definitely want to use it on hard, strong opponents.

The range is there. Consumption MP is small.

Level 3

Resist Melt: Counter Spells

A spell that reduces damage from attacks of melting attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Refine: Auxiliary Spells

A spell that removes impurities from metal.

Also known as refining spells. I can even create it in Ingot.

The range is there. Consumption MP is small to medium.

Volcanic Shoot: Single Attack Spell

Spells that do damage by hitting lava

Slightly shorter range and lower hit rate, but has a good chance of dealing continuous damage.

Consumption MP is small.

3.10 Burning Magic

What has been found so far is a spell up to level 3.

Level 1

Steam Mist: Auxiliary Spells

A spell that generates fog.

It doesn't completely take away the horizon, but it's highly effective.

The range is wide there. Consumption MP is small.

Acid Touch: Auxiliary Spells/Single Attack Spells

A spell that oxidizes a subject.

There is a slight but damaging determination, and the continuous damage is greater.

The range is extremely narrow. Consumption MP is slight to small.

Reduction Touch: Auxiliary Spells/Single Attack Spells

A spell that reduces the subject's reaction.

There is a slight but damaging determination, and the continuous damage is greater.

The range is extremely narrow. Consumption MP is slight to small.

Level 3

Resist Steam: Counter Spells

A spell that reduces damage from Burning Attacks and reduces the chance of a Conditional Abnormality occurrence.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Boyle: Auxiliary Spells

A spell that boils water in an instant.

Also known as instant boiler. All you can boil udon in conjunction with liquid water.

The range is extremely narrow. Consumption MP is small to medium.

Steam Shot: Single Attack Spell

A spell that does damage by hitting a chunk of water vapor

Short range but great damage. Action cancellation may occur on the subject.

Consumption MP is small.

3.11 Thunder Magic

What has been found so far is a spell up to level 3.

Level 1

Electricity: Granted Spells/Single Attack Spells

A spell that manipulates energization.

Depending on your ingenuity, you can damage the demon, but it seems to be very cumbersome.

Examples of using energization for traps have been reported.

The range is narrow. Consumption MP is slight to small.

Magnetic Compass: Perceptual Spells

A spell that examines the orientation.

The display is either a virtual window or a fully transparent display.

Required for directional tone deafness.

Activated by contact when hanging on another person. Consumption MP is slight.

Paralysis: Granting Spells

A spell that paralyzes the subject.

If it works, it works great, but when it registers, it doesn't work at all.

Overconfidence is forbidden.

The range is there. Consumption MP is small.

Level 3

Resist Thunder: Counter Spells

A spell that reduces damage caused by attacks of lightning attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Magnetic Force: Auxiliary Spells/Grant Spells

A spell that generates and manipulates magnetic forces.

It is simply used to attract metal with magnetic force or the like.

Unconfirmed but also electromagnetic waves should be considered to have been generated.

Also known as magnet.

The range is there. Consumption MP is small to medium.

Thunder Arrow: Single Attack Spell

A spell that deals damage with lightning strike arrows.

Slightly longer range, slightly less damage, but may cause paralysis status abnormalities.

Effects are cool and popular.

The hit rate is pretty high.

Consumption MP is small.

3.12 Ice magic

What has been found so far is a spell up to level 3.

Level 1

Freeze Touch: Granted Spells/Single Attack Spells

A spell that freezes the subject.

Depending on your ingenuity, you can do damage to demons, but the risk is high.

There are numerous examples of water being frozen and converted to coolant.

The range is extremely narrow. Consumption MP is slight to small.

Melt Ice: Auxiliary Spells

A spell that melts ice.

It is paired with Freeze Touch.

Activated by contact. Consumption MP is slight to small.

Delay: Grant Spell

A spell that puts the subject in a state of delay.

The effect is not that great, but the chances of being resisted are low.

Success temporarily reduces agility and dexterity values.

This is a good idea if you want to get a plain but definite effect.

The range is there. Consumption MP is slight to small.

Level 3

Resist Ice: Counter Spells

A spell that reduces damage caused by attacks of ice attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Skating: Auxiliary Spells/Grant Spells

A spell that will allow you to act on a frictionless surface.

They'll be able to act just like normal ground on ice, apparently.

However, its effect has not been confirmed.

Activated by contact when hanging on another person. Consumption MP is small?

Freeze Barrett: Single Attack Spell

A spell that deals damage with a chunk of ice and snow.

Range is there, damage is slightly lower, but can cause delay to the subject.

That's where the hit rate is.

Consumption MP is small.

3.13 Wood magic

What has been found so far is a spell up to level 3.

Level 1

Branch Bind: Auxiliary Spells

A spell that inhibits a subject from acting with a tree branch.

You'll be lucky if you're out of custody.

There are many examples where large gaps can be created even if they cannot be restrained.

The range is there. Consumption MP is slight to small.

Glow Plant: Granting Spells

A spell that forces plants to grow.

Maximum in one go, number of Wood Magic LVs x 7 days, can promote growth.

This can also be shortened.

Continuous use is not allowed. It appears to be the same subject once a day.

Farmers, Lamberjacks and Woodworkers coveted in production jobs.

The range is slightly wider. Consumption MP is small to medium.

Route Snare: Trap Spell

A spell that hooks and rolls the subject's foot at the root of a tree.

A little spell could do a lot of good.

Sometimes it is disabled by force moves.

The agility and dexterity values appear to be temporarily decreasing.

The range is there. Consumption MP is slight to small.

Level 3

Resist Plant: Counter Spells

A spell that reduces damage caused by attacks of tree attributes and reduces the chance of a state anomaly occurring.

Note that it is not entirely preventable.

Valid range is there. Consumption MP is small.

Forest Walk: Auxiliary Spells/Grant Spells

A spell that facilitates movement within the forest.

Note that you are not able to travel faster than your strength.

Choose a location, but convenient for exploring and fighting.

Activated by contact when hanging on another person. Consumption MP is small?

Branch Arrow: Single Attack Spell

A spell that deals damage with arrows of tree branches.

The range is long there, the damage is slightly lower.

Hit rates are high there.

Unexpectedly user-friendly.

Consumption MP is small.

3.14 Space-time magic

What has been found so far is a spell up to level 6.

Since there are fairly important spells in the offense, at least one person in the party is recommended to acquire space-time magic.

However, there may not be 10 acquiring players found at the time of writing this report.

I want to discuss that stupidity later.

Level 1

Revision: Auxiliary Spells/Grant Spells

A spell floating in the air.

Can mitigate collision on the ground if falling

Activated by contact when hanging on another person. Consumption MP is small?

Telepath: Perceptual Spells

Spells for Friend Subscribers and Whisper Features

It's okay to be in a remote area.

Can only be used on itself. Consumption MP is Minor?

Return Home: Transfer Spells

Spells that allow transfer on a party-by-party basis.

Move to near the last portal point where the spell user logged in.

A comforting ally to explore and fight as far ahead as you can.

The power struck the bulletin board violently with something to fear.

Available only for myself and party members. Consumption MP is small to medium?

Level 3

Psycho Pod: Wall Spells

Spells to defend against state anomalies.

But it doesn't seem to be perfect.

Can only be used for yourself? Consumption MP inside?

Various unknown.

Telekinesis: Auxiliary Spells

A spell that generates mindfulness power.

Can float or move objects.

The effect depends on the level of space-time magic, apparently.

Scope unknown? Consumption MP is small?

Various unknown.

Gravity Barrett: Single Attack Spell

A spell that attacks a subject by gravitational excursion.

If it works, it's user-friendly because it can blow the subject away, it seems.

Shorter range? Consumption MP is small?

Various unknown.

Level 6

Creyavoyance: Perceptual Spells

A spell equipped with clairvoyance and farsightedness, or thousand eyes.

Farsightedness needs landmarks, like friend subscribers and area portals, apparently.

It is unclear how far abuse is possible with clairvoyance. At your own risk.

The range is enormous? Consumption MP inside?

Various unknown.

Dimension Miller: Wall Spells

A wall spell that reflects an attack and returns it to the target.

The effect time is very short, but I have to say its potency is immense.

Is the effective range narrow? Consumption MP medium to large?

Various unknown.

Instant Portal: Transfer Spells

A spell that creates a portal where you can login and log out on an ad hoc basis.

You can even count on the fields and inside the labyrinth.

However, there are many restrictions.

HP and MP recovery assistance efficiency is lower than normal area portals.

It can only be used at a party to which the operator belongs.

It cannot be used continuously like going in and out many times.

Not eligible for return home.

Can't be used while being targeted by an active demon.

The cooling time is quite long at 5 hours.

A comforting ally to explore and fight as far ahead as you can.

Its power caused a second severe earthquake on the bulletin board with something to be feared.

Consumption MP medium to large?

3.15 Summoning Magic

What has been found so far is a spell up to level 12.

We offer discounts on individual summoning monsters.

I would like to leave the details to Summoner Slate or External Links on the bulletin board.

Briefly touch on the Summoner.

Summoners are a powerful profession.

The problem is aggravated by the fact that the players are overburdened.

Still, the pleasure of growing a summoning monster is hard to throw away.

There are only rare jobs that are hard to come up with in character creation.

Level 1

Sammon Monster: Summoning Spell

A spell that summons a serving monster.

Used to specify new Summon Monsters as well as existing Summon Monsters.

The range is extremely narrow. Consumption MP is small to medium.

Note that Summoning Monsters can only possess the number of Summoning Magic LVs.

The number of monsters that can be summoned simultaneously is as follows:

Lv.1 ~ 1

Lv.3 ~ 2

Lv.6 ~ 3

Lv.10-4

(Estimated) Lv.15-5 Maximum number of parties

Return Monster: Summoning Spell

A spell that returns a summoning monster.

The range is extremely narrow. Consumption MP is slight.

Level 5

Cole Monster: Summoning Spells

A spell that calls and directs the demons around you.

The target must be someone who has already fought or been able to identify them.

Treasure to level up without demons around.

Caution should be exercised when calling in parts of the herd, as there is a good chance of calling in the herd itself.

The range is very wide. Consumption MP is small.

Level 12

Change Monster: Summoning Spell

A spell that replaces a summoning monster during battle.

Details unknown.

3.16 Curses, Curses

What has been found so far is a spell up to level 8.

The numbers are small, but they are all effective and particularly supportive.

Both the spell and the curse are conveniently treated as spells here, but technically they are different.

It is more correct to describe the sound as mediating the effect of curse, the effect of blessing.

And there is a set of spells that have a common potency between a spell and a curse.

Even if only one of them works, synergies are created by simultaneously exercising both.

However, nothing else can be done while Byrd is simultaneously performing a curse and a curse.

I want you to keep in mind that it is a risky act and highly effective.

This becomes even more difficult when instruments are involved in this.

Especially since the whistle is handled uniquely, there are things that I don't really understand.

Note that the effect range is the range where sound is heard enough, and the MP to be consumed is specified by the player.

I would like to leave the details to the bulletin board birdslets or external links.

Level 1

Song of Menuette/Melody of Menuette: Recovery Spell

Music that keeps the whole party recovering.

While the music continues, as with regeneration, it gradually recovers.

Level 2

Song of March/Melody of March: Auxiliary Spells

Music that inspires the whole party.

While the music continues, there is a positive judgment on muscle strength and agility values.

Level 3

Song of Larabay/Melody of Larabay: Auxiliary Spells

Music that invites the whole enemy to sleep.

While the music continues, it directs the subject to sleep abnormalities.

It retries in a certain amount of time even if it is resisted.

Level 5

Song of Chant/Melody of Chant: Attack Spell

Music that continues to intimidate entire enemies.

Deals damage to the entire enemy every time a certain verse passes while the music continues.

Level 8

Song of Requiem/Melody of Requiem: Auxiliary Spells

Music that keeps the whole enemy soul quenched.

While the music continues, there are negative determinations about the subject's muscle strength, agility, and mental strength.

Extremely bad specification that overall enemy attack opportunities are also diminished.

Works great, especially for the undead.

It retries in a certain amount of time even if it is resisted.

3.17 Spirit Summoning

A spiritual summons allowed only to elves, but can be described as a fairly powerful magical skill.

That's why the cooling time is long, and there are penalties for the experience gained.

It is also greatly affected by topographical effects.

That's why it's difficult to use.

But if I can use it, I can never rely on it more.

The strength of the Spirit seems to depend on both the level of magic skill and the level of Spirit Summoning.

Notice that the Spirit is more adept at attacking, defending, and supporting.

For more information, go to the Elf Forest Slate.

Here I'll just keep it to an introduction to the name of the Spirit.

Light: WILL O WISP

Darkness: Shade

Fire: Salamander

Wind: Silf

Sat: Norm

Water: Undine

Dust: Haboova

Melt: Leva

Burning: Gas Cloud

Thunder: Liot

Ice: Jack O Frost

Thu: Dry Adds

Spacetime:?

Curses/Curses: Fawn, Sandman, Lanaun Shy

4. Recovery Spell Convenience

Basic 6 Attribute Magic Mastery acquires Heal Spells at Level 3.

It is easy to compare the conveniences side by side.

sensational, but are shown below.

I want to leave the decision to the individual which is more user-friendly.

Likewise, a similar relationship can be seen in level 3 single-attack spells.

Derivative magic skills are too cumbersome, so I discounted them.

Honestly, it's a hassle.

4.1 Amount of recovery

Comparison of the amount of recovery when using soil as 100 is as follows:

Sat: 100 > Light: 90 > Water: 85 > Fire: 75 > Darkness: 70 = Wind: 70

However, in the case of fire, the effect of regeneration is marginal.

Fire depends on the conditions, but may be recoverable from 105 to 110.

Note that the Regenerate spell has not yet been confirmed.

Derivative magic level 6 is suspicious.

4.2 Effective distance

Comparing the effective distance when wind is taken as 100 is as follows:

Wind: 100 > Water: 90 > Light: 80 = Fire: 80 > Sat: 70 > Darkness: 0

Darkness is set to 0 because contact is mandatory.

4.3 Consumption MP

All consumption MP is small, etc.

Exceptionally, only darkness consumes MP to be recovered.

If the MP bar recovers depleted other players, it is consuming the operator's MP.

Dark Heels are inferior in healing, but may recover more than the avant-garde's own spell.

A party of 6 people is often very efficient.

4.4 Overall rating

It is difficult to determine which healing spells of the basic 6 attributes are superior.

There's nothing to jump through and say it's advantageous.

In my personal opinion, it becomes a fire heel.

I can't help it because I use it myself and it's familiar.

Wind heels at the next point.

Because I usually take care of you and help you.

You may affirm that nothing is inferior.

5. Incident books

Why is there such an item?

Don't tell me it's personal stupidity.

5.1 Night Fears

I am familiar with the terror thread at night.

But I dare tell you a lesson here.

Don't insult me because it's an initial map, though.

Even the same demons behave differently during the day and at night.

Strong demons also appear.

Even the top teams at the moment are returning to death in the early maps.

Be careful in the beginning.

5.2 Title

Required to move forward beyond the 5 sides of the initial map.

It's still well known that we're crowded with titles, so I'll stop talking a lot about it here.

It would be sufficient to fish for information in a bulletin board rattlesnare.

Should I think of it as some sort of stepping stone painting?

Operational trap?

Note that it is fortunate to keep a good relationship with NPC.

5.3 Derivative Magic Tragedy

if I thought the beta version was over, the service initiation group would put it together for me...

How did this happen?

As already mentioned, the dexterity value is heavily involved in the conditions for acquiring derived magic skills.

But I want you to wait.

How many starting group players were growing with an emphasis on clever values in their magic jobs?

Most of them would have swung to intelligence and mental strength.

It was Lamberjack vs. Summoner's match at the Martial Arts Games that proved its existence.

The battle is public on the front page and I think everyone already knows it.

At first, it was found that thunder magic, ice magic and wood magic existed.

The players who thought they could get it were jumping at the same time.

And it turns out that space-time magic exists without putting too much time aside.

It became a noise of annoyance alongside the presence of the Return Home spell.

In the first place, one of light magic and dark magic is sufficient to secure vision at night or within a dungeon.

Furthermore, elves and dwarves were forced to acquire myopic skills, with few obtainers.

There are still not as many as 10 space-time magic acquirers.

In the current progression, the presence of an instant portal is revealed and the bulletin board may be an annoying cry.

Trouble.

Why are you writing it repeatedly?

Because it's stupidity.

5.4 tonnes fur

Tonfer is justice.

Apparently, within this game, it's okay to soak things up within common sense.

Expect other unique weapons, too?

5.5 But you shouldn't be jerking off.

There was a best bout vote in the fight, but the game, which came first in the knot, was banned from the public.

Those with the sukshaw of the day were cautioned.

If you oyster on a bulletin board, you're likely to be buried in the whole sleigh.

External links should not also be posted.

It is bad because I will not be involved in any inquiries on this matter.

6. Finally

So, what's the conclusion, more than a report?

If you say so, you can play it thoughtfully for the individual players.

Let's be sweet that we haven't come to a conclusion.

So, what else?

I would like to make a personal observation about some of the things that are often asked.

6.1 Is Stat Swinging Strong?

Frequently asked questions.

Strong.

But not everything is strong in battle!

That's it, I want to get what I think is the least necessary skill.

Then what's that?

That depends on the party members, and much depends on race, profession, and style of play.

There is no absolute answer.

6.2 What do I get for my skills?

Same as above.

Skills don't determine everything.

Get whatever you want when you create characters.

But it would be nice to talk to each other when we have company before getting it.

6.3 Too much magic skills, okay?

It's all right.

If you are confident that you can make spell choices depending on the situation, you should definitely do it.

However, when multiple magic skills are set, growth is dispersed, so it should be prepared to slow down.

For example, Lamberjack vs Summoner on the front page video is a terrible precedent.

It is a diagram of muscle power value polar swing vs too much magic skill take-up.

No, you can call me a specialist vs a generalist.

Well, there's a lot wrong with that game, but...

I'm sure it's okay because I haven't heard that that Summoner is having trouble taking too much magic skills (White Eyes

Again, magic skills grow slower, so you should be prepared there.

6.4 I'm not good at exercising, but are you okay?

I'm fine.

It is a friendly design that corrects with proper skill.

However, keep the VR gear program up to date.

in the beta version, there are cases where there is an unmatch in the feedback function of the VR gear.

Update required if you still want to use older types of VR gear.

As some VR gears are not compatible, please check with the VR gear dealer beforehand.

Used VR gear is at your own risk.

6.5 Doesn't it hurt?

100% pain is painful.

Many players decided not to participate in the fight because they didn't like it.

Pain settings can be changed on the player side.

All you have to do is specify a total pain cut.

However, when all pain cuts are made, the tactile sensation drops to about 30% automatically.

Since vision, taste, smell and hearing are similarly reduced to about 70%, I think VR's sense of immersion will be considerably impaired.

Play them knowingly.

You're at 6.6 PK, right?

I am.

At the same time, there are others that aim for a PK called PKK.

Expect PKK.

Thank you. Looking at the trends among the PK people, the novice hunt seems to be a rather unpretentious act.

Let's just grow up and give it back.

6.7 I want to be in a PK position!

Go ahead.

You can be if you pile up evil deeds.

Misconduct, treachery, theft, slaughter, and fraud by multiple accounts.

And PKK will chase you around.

Enjoy the war to wash your blood with full blood.

6.8 Do something about the operation being cold!

That's what everyone thinks.

Let's give up.

Too much mask data, Gora!

6.9 Can you do something H in the game?

There are no brave men who have tried.

No, maybe he was there, but...

You should be prepared for dirt BAN.

6.10 What about martial arts?

When I stepped in that far, I already translated Wakame.

Somebody analyze it.

6.11 Is Solo Play OK?

You can.

Easy is per hunter or treasure hunter.

The race is outside the Dwarf.

Hard to manage but Summoners are for solos.

However, be prepared for a day to attract Summoners in character creation.

Some fierce guys are soloing in Bird, but Bird solo just seems tough in the boss battle.

I can even go in a profession that's not suitable for solo once I've worked it out.

I'd like to party at 6.12 Summoner, but they don't like me, do they?

Summoners are increasingly partying with each other in the early stages.

Up to 2 Summoners + 2 Summoning Monsters at a time, there is no need to party together and be fair in terms of experience.

Efficiency seems to be good until the Summoner + 3 Summoning Monsters form a Union.

Beyond that, however, the taste is too low in terms of experience to be recommended.

Avoid large-scale fights, except boss fights.

6.13 I want to get space-time magic in the shortest possible time!

Magic jobs are the easiest to obtain in Elves.

If the character you've already created seems tough to get, give up and recreate the character.

Hang in there!

Above -