The Summoner is Going

404 Results of Analysis of Magic Related Skills (Rev.)

Results of analysis of magic-related skills (revised version)

Rapporteur Red Lotus Co-author zin. Nine.

1. First

First of all, I would like to thank all of you for your cooperation in preparing this report.

I would also like to thank both Mr. Zin and Mr. Kue for their direct cooperation in the creation.

I'm the one who got involved, but what?

This report will be a follow-up to the previous report.

That is, of the information available up to the moment, we have compiled a summary of magic related skills.

Unfortunately, it is difficult to say that it covers everything, and I would like you to bear in mind.

What is the purpose of this report?

It hasn't changed since last time.

The fact that there is too much mask data to quantify has not changed.

How did this happen?

There have been many more inquiries lately.

I can't say for sure that the majority of the answers are here, but I want fewer inquiries.

What if I'm serious?

Fine, it's a hassle.

Sometimes I can't remember until I read the notes myself, can I?

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

If you suffer damage by peddling the contents of the text, I must be the one to blame.

But I dare say it.

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

Help me out earlier zin.!

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.

These will remain unchanged after the class change, as will the bonus points required for acquisition.

2.1.2 Derivation: magic skills that allow you to make choices after fulfilling the conditions due to magic skills

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.

Chances are, you can assume it's definitely available by the time you reach race level 20.

It's not something that will be obtainable for you to aim at, but you can earn money sooner or later, even if it doesn't get that serious.

Note that it is important to note that among the status values, the dexterity value is a condition.

Though I think it has become quite famous because the service initiation group is experiencing considerable pain.

Well, just in case.

This is also why there are many class changes to the Elementary Lou Sorcerer system in leading magic positions.

Space-time magic spells, the demand for return homes is natural but huge.

The same applies to the demand for instant portals.

I'm the only one getting a spell at the moment, but I also have a teleport spell.

Even the avant-garde would want it.

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.

Is there any condition that can be retrieved later for summoning magic, spells, and curses?

This inquiry is numerous but has not been found at this time.

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.

There are no examples of humans now available.

2.1.5 SPECIAL: Magic skills that can be acquired by the title

Sealing, English Spirit Summoning, these are two species.

Sealing can be obtained by obtaining the title Spell Library.

It seems that the English Spirit Summon can be obtained by obtaining the title Spell Seeker's Testimony.

I have a headache, so the details will be discussed later in the title.

If you want to briefly explain.

To acquire, you need to acquire magical skills and grow them.

You will definitely need a number of bonus points and experience points.

2.2 Type of spell

2.2.1 Common

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

The spell list will be discussed later.

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

In that case, the EXP is 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.

Rational.

2.3 Spell Efficiency

2.3.1 Differences by occupation

Only the wizard profession can fully demonstrate his magical skills.

Sorcerer, Summoner, Bird, and three of these are applicable.

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.

Although there are items that rarely affect it, spells, etc. in which the contact is activated, hit it.

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.

This trend remains unchanged even in the upper positions of each profession.

It should be noted that the same trend has been observed with regard to weapons skills, which is the opposite of the above.

The magic profession should narrow its weapons skills down and grow.

But there are exceptions to everything.

There are exceptions.

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.

At the same level, for the same status, there is no significant difference in the damage being done between races.

It is a unanimous view not only of me but of my surroundings.

You can extend your status as much as you like, elf or dwarf.

2.3.3 Differences by status

Differences appear most clearly in the case of attack spells.

Other spells also manifest themselves in the form of improved efficacy, especially extended duration.

There are various influences in conjunction with Critical.

Whether bonus points should be shaken to status?

I have a lot of inquiries, but I'm swinging.

I think it's okay to make individual decisions, right?

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

Initially, it is a unanimous view to say that they were all denied but now exist.

I have a little anxiety, though.

Somehow there are too many elements to compare, and a simple comparison is far from possible.

The current state of efficiency at some point in time as the level increases.

I've already given up quantification.

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.

Even the class change has not resolved.

In some cases, if the fencer is heavily equipped in metal, the efficiency of the spell is depressed to about 40%.

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

The players who play magic skills mainly were cautioned.

Naturally, there may be items that can be enhanced with non-metallic equipment.

Naturally, it is popular, but it is also oriented to be the source of trouble.

Trouble.

In addition, there are exceptions even for metals, which are made of silver and misrilled silver.

It is completely unclear at the moment whether there are orihalkon and hihihiirokane ahead of us.

But players who use magic mainly need hardly bother.

It would be very troubling in a hunter-based profession like Barbarian in this regard.

Needless to say, even warriors are cautious.

3. Spell List

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

So I tried to show it in small, small, medium, large, and extremely large divisions.

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

Discount because spell validity time fluctuates considerably.

There are guidelines in the descriptions of each spell, but they are indicative and not absolute.

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

It also fluctuates with [Magic Effect Expansion] [Magic Range Expansion] of auxiliary skills.

Trouble.

All, bad mask data.

3.1 Common

What has been found so far is a spell to level 41.

It is a matter of being the only one who has reached level 41.

Followers ask.

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.

Any of them are destined to be superior substitutions, but it is gratifying to note that they are 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.

I think it's important that you use it all the time in the exploratory row.

However, it does not go to skills that do not belong to magical skills such as disguise or disguise.

[Sealing] activation can be difficult to detect.

Pretty effective as insurance, but note that it's not omnipotent.

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.

Success rate decreases as you become a high 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.

Essential to hit a demonic opponent like you 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.

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.

Naturally, it can fail.

In that case it will be retry, but there is a cooling time setting.

The time required is varied and unknown.

The range is extremely narrow. Consumption MP is small.

Level 12

Restore: Recovery Spells

A spell that heals multiple state anomalies simultaneously.

Which is more effective than using more than one dispel magic?

We have not yet reached a conclusion.

The range is slightly wider. Consumption MP is inside.

Sancitifi Undead: Counter Spells

A spell that weakens the undead.

It depends on the user how weakened it will be.

No overlapping allowed.

The range is wide there. Consumption MP is inside.

Level 23

Force Blast: Overall Attack Spell

The whole offensive version of Force Barrett.

Deals about 70% of the damage done by Force Barrett.

Recommended for use with Sancitifi undead if mist herd is opponent.

The range is wide. Consumption MP is small.

Level 41

Force Javelin: Single Attack Spell

Enhanced version of Force Barrett.

At the moment, there is only one spell acquirer and the details are unknown.

User-friendly, apparently.

The range is longer and the hit rate is high.

Consumption MP inside?

3.2 Light Magic

What has been found so far is a spell to level 23.

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 is enough, but this also looks demonic.

It's a rule of thumb, but I'm sure it's easier to get attacked by demons.

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 helps to increase MP consumption efficiency, albeit marginally.

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.

Deals damage while confusing the subject with a low probability.

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.

The surgeon's arm is questioned.

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

It can also be used for trapping.

Valid range is wide. Consumption MP is inside.

Light Explosion: Overall Attack Spell

The whole offensive version of Confuse Blast.

Deals about 70% of the damage dealt by Confuse Blast.

The probability of occurrence of a state anomaly is about the same or slightly lower.

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.

Level 15

Invisible Blinds: Auxiliary Spells

Spells used for cover-up purposes. Cover the perimeter of the subject with a film of optical camouflage.

The surgeon's arm is questioned.

Often used in cases where you want to avoid extra combat.

You can use it for surprise attacks.

Valid range is narrow. Consumption MP is inside.

Level 23

Flash Burst: Single Attack Spell/Overall Attack Spell

A spell that shoots in a sphere of light and explodes.

Damage is low, but shooting into a bunch of demons has a lot of confusion co-goals.

It can also be used on stand-alone opponents.

There is a better chance of confusion co-occurring, which is very effective in mass combat.

Valid range is there. Consumption MP is large.

3.3 Dark Magic

What has been found so far is a spell to level 23.

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 are unnecessary because they have a dark vision of auxiliary skills.

Dark vision of auxiliary skills is more capable and better.

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.

[Identification] [Appraisal] [Nursing] of auxiliary skills may also have a positive effect.

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.

Deal damage while at the same time darkening the subject, albeit with a low chance.

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.

Deals about 70% of the damage done by Darkness Steer.

The probability of occurrence of a state anomaly is about the same or slightly lower.

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, there can be no defense or escape.

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.

Level 15

Shadow Body: Auxiliary Spells

A spell that remotely manipulates using a shadow body.

Untrap and feel safe to use.

The range is there. Consumption MP is small.

Level 23

Dark Voltex: Single Attack Spell

A spell that captures and attacks a subject in a dark sphere.

It is inescapable within range.

Convenient attack with a chance there of a dark state anomaly.

The range is there. Consumption MP is large.

3.4 Fire Magic

What has been found so far is a spell to level 23.

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.

But it works very effectively against some demons.

Let's burn it with a burning demon.

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, the damage dealt is enormous, 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.

Deals about 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.

Level 15

Heat Body: Granting Spells

A spell that wraps the whole subject around the flames.

It can also be seen as an enhanced version of Enchanted Fire.

Continue inflicting Fire Attribute Damage on the contact.

Used in conjunction with martial arts is also useful.

It is vicious, depending on how it is used.

The range is somewhat narrow. Consumption MP is inside.

Level 23

Fire Javelin: Single Attack Spell

Enhanced version of Fire Shoot.

Very user-friendly and well balanced.

I use it regularly.

The range is there, and the hitting rate is there.

Consumption MP is large.

3.5 Wind magic

What has been found so far is a spell to level 23.

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 it can disfigure from taking damage.

Valid range is wide. Consumption MP is inside.

Storm Wave: Overall Attack Spell

Overall attack version of Wind Cutter.

Deals about 70% of the damage done 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.

Level 15

Fly: Auxiliary Spells

Flight spells. Subjects can fly in the sky.

Flight speed is corrected by agility value and [Magic Effect Expansion].

The flyable time is always displayed at the edge of the field of view.

Its flyable time is basic (wind magic Lv + magic effect magnification Lv) x 10 seconds.

High intelligence value is slightly positive.

Elemental Sorcerer "Wind" is worth 50% more.

Take care of it as soon as possible.

The range is there. Consumption MP is inside.

Level 23

Downburst: Range Attack Spell

Range attack spell to crush with wind from above.

It is commonly used by standalone opponents.

It is a range attack spell because it may involve the surrounding area when used against a herd opponent.

Many are used to strike down demons in aerial positions.

Good with the image of hitting from above to the ground with a hammer of wind.

It makes a lot more sense to drop demons in the air on the ground than it damages.

The range is slightly shorter, but the hit rate is higher. Consumption MP is large.

3.6 Soil Magic

What has been found so far is a spell to level 23.

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.

Resist determination is also positive when taking heavy damage.

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

The tactics of scaffolding over walls are classic.

Valid range is there. Consumption MP is inside.

Gravel Blast: Overall Attack Spell

Overall attack version of Stone Barrett.

Deals about 70% of Stone Barrett's damage.

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.

Level 15

Tunnel: Auxiliary Spells

A spell that literally wears a hole to secure a passage.

It is a coveted hole digging spell for a blacksmith.

Classic for use with dowsing.

It is also used to create the stage for emergency evasion and surprise attacks of encounters with demons.

Note that it is also valid for Stonewall but may be resisted.

The range is there. Consumption MP is large.

Level 23

Stonepillar Ram: Single Attack Spell

An attack spell that shoots stone columns in.

Many of the demons attacked by devastating attacks will blow up.

It's fun to watch because it's luxurious, but it doesn't feel half as disappointing when it comes off.

The user's arm is also questioned.

Range distance is there. Hit rate is lower. Consumption MP is large.

3.7 Water Magic

What has been found so far is a spell to level 23.

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 on 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 is 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.

Level 15

Under Water: Auxiliary Spells

A spell that makes you breathable in the water.

It makes it a lot easier to act, but it doesn't make swimming any better.

Mandatory in the ocean, fisherman coveted spell.

As with fly, there is an indication of the effective time.

The duration of that effect is basic (water magic Lv + magic effect magnification Lv) x 30 seconds?

High intelligence value is positive.

Elemental Sorcerer "Water" is worth 50% more.

Take care of it as soon as possible.

The range is there. Consumption MP is inside.

Level 23

Worlpool: Range Attack Spell

A spell that seals the subject in a swirl of water while also dealing damage.

Many are used alone, but sometimes involve multiple demons.

It is convenient because the range is shorter, but it will also hold you back.

The range is somewhat narrow. Consumption MP is large.

3.8 Dust Magic

What has been found so far is a spell to level 23.

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.

Elemental Sorcerer "Dust" increased by 50%.

Continuous use is not allowed. Only once a day for the same subject.

Multiple player overlays are valid.

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. Pretty important existence.

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.

Level 6

Digrad Curtain: Wall Spells

A wall spell that creates a shield of hot air.

It is possible to get through because it is not an entity.

However, it may reduce Attack when taking damage.

Valid range is wide there. Consumption MP is inside.

Thermal Extension: Overall Attack Spell

Overall attack version of Thermal Expansion.

Deals about 70% of the damage dealt by Thermal Expansion.

Valid range is wide there. Consumption MP is inside.

Level 10

Enchanted Digrades: Granting Spells

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

Dust attribute version of Enchanted Weapon.

The range is there. Consumption MP is small.

Level 15

Instant Simoon: Range Attack Spell

A spell that fills a certain range with hot air and keeps doing damage.

At the same time, it has the effect of decreasing attack power.

The specified range cannot be moved.

I can't say it's user-friendly, but if I devise it, it works great.

Valid range is there. Consumption MP is large.

Level 23

Embrittlement Crash: Single Attack Spell

A spell that reduces the target's Defense all at once.

The damage is secondary.

The viciousness of reducing the endurance of the equipment itself.

Destruction doesn't seem to be happening so easily.

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

Consumption MP is large.

3.9 Melting magic

What has been found so far is a spell to level 23.

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 basic and slight.

The consumption MP varies greatly depending on the deformation target.

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 caused by 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 basic and small.

The consumption MP varies greatly depending on the subject.

Volcanic Shoot: Single Attack Spell

Spells that do damage by hitting lava

Slightly shorter range and lower hit rate, but can cause continuous damage.

Consumption MP is small.

Level 6

Magma Screen: Wall Spells

A spell that creates a lava wall.

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

No overconfidence.

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

Valid range is there. Consumption MP is inside.

Volcanic Blast: Overall Attack Spell

The whole offensive version of Volcanic Shoot.

Deals about 70% of Volcanic Shoot damage.

Valid range is there. Consumption MP is inside.

Level 10

Enchanted Melt: Granting Spells

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

Enchanted Weapon's soluble attribute version.

The range is there. Consumption MP is small.

Level 15

Magma Field: Range Attack Spell

A spell that turns a certain range of surface into lava and continues to do damage.

It also helps to suppress movement, but it has no effect on demons in aerial positions.

Nor can the specified range be moved.

I can't say it's user-friendly, but if I devise it, it works great.

Valid range is there. Consumption MP is large.

Level 23

Magma Pilar: Single Attack Spell

An attack spell that shoots in a lava column.

If hit, it will likely lead to continued damage.

You can also expect to lose more Defense.

Highly effective but user-friendly is one thing now.

Range is slightly shorter and hit rate is lower. Consumption MP is large.

3.10 Burning Magic

What has been found so far is a spell to level 23.

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.

Since I am a soba, I would like you to do your best for a farmer-based production job.

The range is extremely narrow. Consumption MP is basic and small.

The consumption MP varies depending on the amount of water.

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.

Level 6

Steam Blind: Wall Spells

A spell that creates a wall of steam.

It's easy to get through, but the damage done when passing is huge.

Demons are likely to come through and are difficult to use to buy time.

We should give priority to dealing damage rather than walls.

Valid range is there. Consumption MP is inside.

Acid Shower: Overall Attack Spell

Overall attack spell due to acid rain.

Damage inflicted is considerably lower than Steam Shot but has Continuous Damage.

It's a harassing spell but highly effective.

Valid range is wide there. Consumption MP is inside.

Level 10

Enchanted Steam: Granting Spells

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

Burning attribute version of Enchanted Weapon.

The range is there. Consumption MP is small.

Level 15

Digest Protein: Range Attack Spell

A spell that continues to erode and damage a certain range of meat.

The specified range cannot be moved.

If it's not an organism, it won't work, but the damage done is enormous.

I can't say it's user-friendly, but if I devise it, it works great.

Valid range is there. Consumption MP is large.

Level 23

Colozion: Single Attack Spell

A spell that corrodes the target of attack.

It can be effective against unexpected demons.

It has no effect on the undead.

It's a spell to choose the other person, and it's hard to choose.

Range is there. Hit rate is there too.

Consumption MP is large.

3.11 Thunder Magic

What has been found so far is a spell to level 23.

Level 1

Electricity: Granted Spells/Single Attack Spells

A spell that manipulates energization.

Depending on your ingenuity, you can do damage to demons, but it's very troublesome.

It is possible to create an insulated state, but depending on the duration, there is also a risk of MP bar depletion.

There are some examples of using energization for traps, but the threat is small.

The range is narrow. Consumption MP is basic and slight.

The consumption MP varies greatly depending on the subject.

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.

It is also useful when operating a wide area.

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.

Looks like you can stick your iron golems together and play with each other.

The range is there. Consumption MP is basic and small.

The consumption MP varies greatly depending on the subject.

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.

I think the effects are cool inside.

The range is also slightly longer and the hit rate is quite high. Consumption MP is small.

Level 6

Lightning Shield: Wall Spells

A wall spell that creates a shield of lightning strikes.

It is easy to get through, but the damage is necessary when passing through.

It can also be paralyzing, a wall spell but highly aggressive.

We should give priority to dealing damage rather than walls.

Valid range is there. Consumption MP is inside.

Thunder Shower: Overall Attack Spell

Thunder Arrow's whole offensive version.

Deals about 70% of the damage done by Thunder Arrow.

Damage and paralysis. Aim.

Valid range is wide there. Consumption MP is inside.

Level 10

Enchanted Thunder: Granting Spells

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

Thunder attribute version of Enchanted Weapon.

The range is there. Consumption MP is small.

Level 15

Magnetic Field: Range Attack Spell

A spell that creates a potential difference on a certain range of surfaces to create a cage of magnetic force.

Classic for heavily armed or iron golem opponents.

Various conveniences. It is ineffective for demons in aerial positions.

Nor can the specified range be moved.

I can't say it's user-friendly, but once I've worked it out, the effect is medium high.

Valid range is slightly wider. Consumption MP is large.

Level 23

Multiple Stoke: Single Attack Spell

An attack spell that shoots in multiple layers of lightning strikes.

It can also be described as an enhanced version of Thunder Arrow.

The range is slightly shorter, but the damage is significant and the chances of dealing paralysis state abnormalities are slightly higher.

With effect and loud thunder.

The hit rate is pretty high. Consumption MP is large.

3.12 Ice magic

What has been found so far is a spell to level 23.

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 many examples of water being frozen and converted to coolant.

It is possible to create a refrigerator or freezer temporarily.

The range is extremely narrow. Consumption MP is basic and slight.

The consumption MP varies greatly depending on the subject.

Melt Ice: Auxiliary Spells

A spell that melts ice.

It is paired with Freeze Touch.

It is also valid against Ice Wall but may be resisted.

Activated by contact. Consumption MP is basic and slight.

The consumption MP varies greatly depending on the subject.

Delay: Grant Spell

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

The effect is not so great, but it has a steady effect with a low chance of being resisted.

Success temporarily reduces agility and dexterity values.

The range is there. Consumption MP is basic and slight.

The consumption MP varies slightly depending on the subject.

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.

I'll be able to act just like normal ground on ice.

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.

Level 6

Ice Wall: Wall Spells

A spell that creates ice walls.

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

No overconfidence.

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

Heat-bearing attacks (braces, fire attribute attacks, melt attribute attacks) have a high defense effect.

On the other hand, the effect duration is shredded.

Valid range is there. Consumption MP is inside.

Freezing Blast: Overall Attack Spell

The whole offensive version of Freeze Barrett.

Deals about 70% of Freeze Barrett's damage.

Valid range is there. Consumption MP is inside.

Level 10

Enchanted Ice Cream: Granting Spells

A spell that grants an ice attribute to the entire subject.

Ice attribute version of Enchanted Weapon.

The range is there. Consumption MP is small.

Level 15

Icefield: Range Attack Spell

A spell that freezes a certain range of surfaces.

No damage, but slip and fall. Come on. Oh, my God.

The demon in the air position makes no sense.

Sometimes the heavyweight doesn't get through.

Nor can the specified range be moved.

Range designation is specified as full perimeter, fan-shaped, passage-shaped.

The range itself, the duration depends on the ice magic level.

There also seems to be a bottom-up of [Magic Effect Expansion] [Magic Range Expansion].

Elemental Sorcerer "Ice" increased by 50%.

Consumption MP is large.

Level 23

Ice Javelin: Single Attack Spell

Enhanced version of Freeze Barrett.

Very user-friendly and well balanced.

agility value, the probability of involving a temporary decrease in the dexterity value is slightly greater.

The range is there long, and the hitting rate is there.

Consumption MP is large.

3.13 Wood magic

What has been found so far is a spell to level 23.

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.

Sometimes it creates a big gap even if you can't restrain it.

The range is there. Consumption MP is basic and slight.

The consumption MP varies slightly depending on the subject.

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. Once a day for the same subject.

Multiplayer layering is possible.

Farmers, Lamberjacks and woodworkers in production jobs.

The range is slightly wider. Consumption MP is basic and small.

The consumption MP varies slightly depending on the subject.

Route Snare: Trap Spell

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

It's a little spell, but it seems to be used and works great.

Note that it may be disabled by force moves.

The agility and dexterity values appear to be temporarily decreasing.

The range is there. Consumption MP is basic and slight.

The consumption MP varies slightly depending on the subject.

Level 3

Resist Plant: Counter Spells

A spell that reduces damage caused by attacks on 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 and surprisingly user-friendly.

Consumption MP is small.

Level 6

Thorne Fence: Wall Spells

A spell that creates a wall of tsu and tsu.

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

It burns with fire attribute attack spells. No overconfidence.

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

There are also examples of suppressing the behavior of demons that have penetrated us.

However, it is often invalid for oversized demons.

Be careful if it is a snake, slime, or mist that passes through.

Valid range is there. Consumption MP is inside.

Ivy Wipp: Overall Attack Spell

A spell that deals damage to a certain range with a whipped twist.

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

The hit rate is high and you can expect a behavioral dampening effect over damage.

Consumption MP is inside.

Level 10

Enchanted Plant: Granting Spells

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

Wood attribute version of Enchanted Weapon.

The range is there. Consumption MP is small.

Level 15

Detoxification: Recovery Spells

A spell that specializes in detoxification.

Valid regardless of type, including magic, special abilities, and poison caused by items.

Note that the odds are much higher but not complete than the Dispel Magic.

The range is somewhat narrow. Consumption MP is basic and small.

Consumption MP varies slightly depending on the intensity of the poison.

Level 23

Poison Mist: Range Attack Spell

A spell that creates poisonous fog in a certain range to inflict a state anomaly.

The specified range cannot be moved.

If it's not an organism, it won't work, but it will continue to do damage as long as the poison condition anomaly persists.

I can't say it's user-friendly, but if I devise it, it works great.

Valid range is there. Consumption MP is large.

3.14 Space-time magic

What has been found so far is a spell to level 35.

In the offense, there is a fairly important spell.

Get space-time magic for at least one person at a party Recommended is a classic.

I just want everyone to have it if they can.

Level 35 spells are too far away to cry.

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 basic and slight.

The consumption MP varies slightly depending on the subject.

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 slight.

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.

Basic. Available only for myself and party members.

It will also be applied to the Union in [Magic effect expansion] [Magic range expansion].

Consumption MP is basic and small. The consumption MP varies slightly depending on the target number.

Level 3

Psycho Pod: Wall Spells

Spells to defend against state anomalies.

However, it is not perfect and has the effect of reducing the probability of occurrence of state anomalies.

The range is there. Consumption MP is small.

Telekinesis: Auxiliary Spells

A spell that generates mindfulness power.

Can float or move objects.

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

The range is wide there. Consumption MP is slight.

Gravity Barrett: Single Attack Spell

A spell that attacks a subject by gravitational excursion.

Distance tends to diminish effectiveness.

It's user-friendly because if it works, it can blow the subject away.

The range is slightly longer and the consumption MP is small.

Level 6

Creyavoyance: Perceptual Spells

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

Farsightedness requires landmarks, like friend subscribers and area portals.

I don't hear examples of abuse with clairvoyance, but I see skeletons when I use them on my players.

Range is irrelevant. Consumption MP is small.

Dimension Miller: Wall Spells

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

The effect time is very short, but its potency is immense.

Note that if the user fails depending on his arm, it will be terrible.

Valid range is slightly narrow. Consumption MP is inside.

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.

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

There are many limitations, but to some extent they can be covered by [Magic Effect Expansion] [Magic Range Expansion].

Specifically.

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

It can only be used at a party to which the operator belongs. Union is also covered

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. Shortenable

It is also possible to connect areas with multiple players.

Consumption MP is inside.

Level 10

Regenerate: Recovery Spells

A spell that keeps gradually healing the HP bar.

Its effects are similar to those of Fire Heels.

It can also be used in conjunction with other healing spells and is a spell that is definitely wanted by a strong opponent.

This spell is the only means of healing HP bars in the derivative system.

The range is there. Consumption MP is inside.

Gravity Mail: Granting Spells

of stats, a spell that strengthens agility, muscle strength, and vitality with the aid of gravity.

There is a plus for all decisions involving agility, muscle strength, and vitality.

It is mainly used for the purpose of enhancing physical combat capabilities.

It also works on demons that can't pass damage unless they are magical.

Can be superimposed with other stat-enhanced spells.

Valid range is there. Consumption MP is inside.

Level 15

Gravity Prison: Granting Spells

A spell that suppresses a subject in a cage of gravity. There is basically no damage.

The subject's movements can be greatly restricted and are intended entirely for support purposes.

Especially effective against demonic opponents in aerial positions.

Invalid for monsters without entities, like mist systems.

Even if they are resisted, some influence seems to remain.

Valid range is slightly narrow. Consumption MP is large.

Level 23

Slough: Granting Spells

A spell that reduces the agility value of a stand-alone subject as a result of the delayed effect of space-time.

The effect obtained is closer to the ice magic delay, but this spell is more effective.

Valid range is there. Consumption MP is inside.

Boyd Sphere: Wall Spells

A kind of wall spell.

One sphere of about one meter in diameter is formed on each side of the subject.

Defend attack spells, special attacks by attributes in the form of suction and offset.

The arrow has no effect, but the effect of magic on the arrow can be disabled.

When a certain amount is inhaled, it disappears.

A third is awarded overhead if it is an Elemental Sorcerer: Spacetime.

Available when attacking as well as defending.

Valid only in the vicinity of the intended user. Consumption MP is large.

Level 35

Teleport: Metastatic Spells

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

Can be transferred to an area portal or relay portal that has been visited by spell users.

It also appears to be transferable beside logged in friend subscribers.

In this case, void if there is a friend registrant in the air or in the sea.

Also, you can't jump to a narrow place.

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

Basic. Available only for myself and party members.

It is also thought that it will be adapted to the Union with [Magic Effect Expansion] [Magic Range Expansion].

Consumption MP is basic and small? The consumption MP varies slightly depending on the target number.

Only one acquiring player at the moment, details include forecasts.

It's a spell I really want, but it's too far away!

Dimension Sword: Single Attack Spell

A spell that attacks a subject by dimensional discrepancies.

Distance tends to diminish effectiveness.

Power is not high enough to be at a high level, but ignores defense and deals damage.

Shorter range, bigger consumption MP?

3.15 Summoning Magic

Until now it has been found to level 35, which is also only some spells.

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 talk about the Summoner profession.

Summoner occupations are all powerful.

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.

Similar spells are expected in other options due to limited spell acquisition in top positions.

Regardless, the Summoner system is not the only one I expect.

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.

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

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 needs to be a demon that has already fought or can be identified.

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.

[Magic Effect Expansion] [Magic Range Expansion] It seems to increase the number of simultaneous shifts.

The range is wide there. Consumption MP is inside.

Level 15

Fuse Monsters: Summoning Spells

A spell that fuses multiple Summoning Monsters and creates a new Summoning Monster.

Requires Alchemy Lv10 as well as Summoning Magic Lv15.

The Summoning Monster that comes into being becomes more powerful.

The full content of the combination is unknown. Consumption MP is inside.

Level 35

Carm Monsters: Summoning Spells

A spell that doesn't send demons.

The demon with the big difference in strength from the user doesn't come by.

Also known as mosquito extraction incense. Convenient to move around. Consumption MP is small.

Portal Guard: Summoning Spell [Arc Summoner Exclusive]

Spells deploying summoning monsters as escorts for area portals and relay portals.

That number appears to be one for every 10 summoning magic LV and [Magic Effect Expansion] combined.

Only one person is getting this spell at the moment.

I asked him if he was using it somewhere, but the details are unknown.

3.16 Curses, Curses

What has been found so far is a spell to level 21.

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 is effective, synergies are created by simultaneously exerting both.

However, while bird-based players are simultaneously performing curses and curses, nothing else can be done.

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.

In the case of whistles, the effect tends to manifest itself clearly quickly.

Note that the effect range is the range where sound can be heard sufficiently, and the MP consumed is in the form 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, it gradually recovers, as does regeneration.

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.

Level 13

Song of Loud/Melody of Loud: Auxiliary Spells

Distribution of concentration, mainly music that inhibits spell chanting and activation of special abilities.

Inhibit enemy capability activation in the target area while the music continues.

It also has the effect of reducing the chance of attack, but it is forbidden to expect too much.

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

Level 21

Song of Polyphony/Melody of Unsullied: Attack Spell

Music that keeps attacking entire enemies with resonant sounds.

While the music continues, continue to inflict a certain amount of damage on the entire enemy.

Enhanced version of Song of Chant/Melody of Chant.

3.17 Spirit Summoning

Spirit summonses allowed only to elves can be described as fairly powerful magic skills.

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 depends 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

Space-time: Zoom

Spells/Curses: Fawn, Sandman, Lanaun Shy Which Appears Is Random

3.18 Sealing

What has been found so far is a spell to level 21.

By the way, the sealing technique becomes a magical skill that can be acquired by obtaining the title Spell Library.

The condition for obtaining the title Spell Library is a Magic Skill LV total of 160.

At the time of preparation of this report, the latest statistical data showed that there were 8 acquirees.

1 person in the previous statistical data,.

There is no doubt that it is quite a rare skill.

Income needs a corresponding hurdle, but that's why we can't overlook the effects of the spell.

There are no attack spells, only spells that temporarily but seal the target's abilities.

It is also characterised by the fact that when it is resisted, it becomes all meaningless.

Level 1

Attribute Seal: Sealed Spell

A spell that temporarily seals one attribute of a subject at random.

If it is known that there is only one attribute, extremely effective measures can be prepared.

Basic but extremely effective working. The time it can be sealed depends on the sealing LV.

The range is there. Consumption MP is slight.

Martial Arts Seal: Sealed Spells

A spell that temporarily seals all the martial arts of one target.

The valid time is about half of the attribute seal, but sealing all martial arts is huge.

Basic but extremely effective working. The time it can be sealed depends on the sealing LV.

The range is there. Consumption MP is slight.

Level 3

Yin Yang Seal: Sealed Spell

A spell that temporarily seals all of a target's abnormal attacks.

The valid time is about half of the attribute seal, but sealing all state anomaly attacks is huge.

Spells derived from magic skills such as paralysis and delay are not covered.

The time it can be sealed depends on the sealing LV.

The range is there. Consumption MP is small.

Ternary Seal: Sealed Spell

Deactivate all enchants in one target.

Enchanting effects with demons are the presence of less on the previous maps.

Convenient to know.

The range is there. Consumption MP is small.

Level 8

Four Holy Seals: Sealed Spells

A spell that temporarily seals martial arts other than allies across the battle area.

Full version of the martial arts seal. The success rate is lower than the martial arts seal.

The time it can be sealed depends on the sealing LV.

The range is wide there? Consumption MP inside?

Five Lines Sealed: Sealed Spells

A spell that temporarily seals all attributes of one subject.

This is fundamental for opponents with multiple attributes.

The success rate is lower than attribute sealing.

The time it can be sealed depends on the sealing LV.

Where's the range? Consumption MP inside?

Level 13

Six Mans Sealed: Sealed Spells

A spell that temporarily seals all attributes except allies across the battle area.

Full version of the five-line seal. The success rate is lower than the five-line seal.

The time it can be sealed depends on the sealing LV.

The range is wide there? The consumption MP is huge?

Seven Star Seal: Sealed Spell

A spell that temporarily seals all state anomaly attacks, other than allies, across the battle area.

Full version of Yin Yang seal. The success rate is lower than the Yin and Yang seal.

Spells derived from magic skills such as paralysis and delay are not covered.

The time it can be sealed depends on the sealing LV.

Where's the range? Consumption MP inside?

Level 21

Eight Seals: Sealed Spells

A spell that temporarily seals a target's martial arts, all attributes, and state anomaly attacks.

At the same time, disable the enchant.

I definitely want a strong opponent.

The time it can be sealed depends on the sealing LV.

Where's the range? The consumption MP is huge?

3.20 English Spirit Summoning

What are the conditions for obtaining the English Spirit Summon?

This magic skill can be acquired by obtaining the title Spell Seeker's Testimony.

The condition for obtaining the title Spell Explorer's Testimony is a Magic Skill LV total of 280.

At the time of preparation of this report, only one acquiree is available in the latest statistical data.

Be prepared that the path to acquisition is steep and long.

This magic skill becomes quite special.

Spell use consumes MP equivalent to half of the maximum MP bar.

It is treated similarly to Spirit Summoning and has a long cooling time of at least 24 hours once used.

Moreover, when used in 24 hours, MP equivalent to 90% of the maximum MP bar is consumed.

Since then, MP consumption has decreased by 10% after 12 hours.

50% in 72 hours, but nothing less.

And the spells you get on level dependency are not fixed.

The first is in the form of a random acquisition and an additional selection of one.

It looks like we can follow the level up and add more spells.

At the moment, there will be four confirmations: Scarlet Flame Virgin, Crushing Ravage, Swordhawk Descent, and Tai Gong Fishing.

Hereinafter, in Coppe.

Scarlet Flame Virgin

The heroic spirit of the Redemption who burned himself in flames.

He wraps a flame around his whole body and appears riding it.

[Effect]

The English Spirit fights in a way that accompanies the user.

Heal MP bars for players, Summoning Monsters, Servant Horses, etc. who party or union.

The effect of regeneration on players, summoning monsters, serving horses, etc. forming parties or unions.

Supplementary.

This is what I saw at the example event.

Horse martial arts

The English spirit of a warlord who was fiercely exhilarated by his bow.

28 Follow the samurai of the horsemen, and use the bow in the way they all rode.

[Effect]

The English Spirit and his squire fight in a way that accompanies the user.

A positive effect on the dexterity of players, summoning monsters, serving horses, etc. forming a party or union.

A positive effect on [Equestrian] [Bow] judgment for players, summoning monsters, serving horses, etc. who party or unionize.

Rigid

The English spirit of the demigods who fulfilled the twelve difficult questions given.

Use a great, giant stick.

[Effect]

The English Spirit fights in a way that accompanies the user.

Positive effect on muscle strength values of players, summoning monsters, serving horses, etc. who party or union.

The effect of regeneration on players, summoning monsters, serving horses, etc. forming parties or unions.

Tenma disease

The English spirit of the demigods who sought Medusa and fulfilled his salvation.

Run the Tenma Pegasus and use a spear.

[Effect]

The English Spirit and Pegasus fight in a way that accompanies the user.

A positive effect on the agility of players, summoning monsters, serving horses, etc. who party or union.

This toon has a positive effect on the chance of hitting enemies positioned in the air on players, Summoning Monsters, etc. forming a Party or Union.

Dragon Killer

The English spirit of a swordsman who has earned fame for discussing dragons.

He appears heavily armed and uses his sword.

[Effect]

The English Spirit fights in a way that accompanies the user.

Positive effects on the vitality of players, summoning monsters, serving horses, etc. who party or union.

Reduce Attack Damage from Braces to players, Summoning Monsters, Serving Horses, etc. who party or union.

[]/(n) loyalty reward country/

The English spirit of a warlord who gave himself up for battle in his resistance to aggression.

Bring an elite prostitute, appear lightly armed and use the sword.

[Effect]

The English Spirit and his squire fight in a way that accompanies the user.

Positive effect on attack hit rates of players, summoning monsters, serving horses, etc. who party or union.

Positive effects on spell validity ranges for players, summoning monsters, serving horses, etc. who party or union.

crushing ravages

The English Spirit of the Conquering King who successfully conducted numerous expeditions for a short period of time.

He appears with his squire's chariot aboard a tank of two horses.

[Effect]

The English Spirit and his squire fight in a way that accompanies the user.

Heal HP bars for players, Summoning Monsters, Servant Horses, etc. who party or union.

Keep inflicting Rift Effect on active enemies for a period of time.

Lion Shout

The English Spirit of the Lion King, who expelled the enemies in distress invading his native land and stabilized his territory.

Show up as a heavily armed knight with your squire and use your sword.

[Effect]

The English Spirit and his squire fight in a way that accompanies the user.

Positive effect on receiving effects of players, summoning monsters, serving horses, etc. forming a party or union.

Positive effect on destructive power when attacking players, summoning monsters, serving horses, etc. forming parties or unions.

Swordsmen descend

The English spirits dedicated themselves to sword moves.

He emerges as a master of various swords.

[Effect]

The spirits fight in a way that accompanies the user.

A positive effect on the chance of critical occurrences of players, summoning monsters, serving horses, etc. partying or forming a union.

Positive effect on avoidance rates of players, summoning monsters, serving horses, etc. partying or forming unions.

The sea demons are coming.

The English spirit of a pirate who crossed the sea and circled the world to bring wealth to his native country.

Follow the various pirates and show up in light attire and use a fine sword.

[Effect]

The English Spirit and his squire fight in a way that accompanies the user.

Positive effect on judging all water fights such as players, summoning monsters, serving horses, etc. who party or union.

Positive effect on Surprise Attack Damage such as Players, Summoning Monsters, Servant Horses, etc. who party or union.

Taigang fishing

The English Spirit of a legendary military master who gave various measures in the ancient times.

Show up as an old man.

[Effect]

The English Spirit does not participate in the battle only by accompanying the user.

A positive effect on the intellectual values of players, summoning monsters, serving horses, etc. who party or union.

Seals active enemy martial arts, magic, and special abilities for a certain amount of time.

Fantasy Wandering

The English spirits of a people who have gone on a wandering journey more than Tai.

Many of them appear wrapped around robes.

[Effect]

The Spirits join the battle only with special skills in the form that accompanies the user.

The effect is not constant.

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.

Let's leave the decision individually to 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 still 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 is slightly similar to that of regeneration.

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

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.

If you are changing classes, it also depends on your chosen profession.

You may affirm that nothing is inferior.

5. Wand Martial Arts

It has a lot to do with magic skills, so I'll write it down here.

Level 1

Meditate: Granted Martial Arts

Prior meditation reduces the probability of penalty occurrence in the event of significant damage.

Sensibly, intoxication decreases there, and the equivalent of stunning often stays intoxicated.

Still unknown details. Insurance, supposedly.

Only for the user himself. Consumption MP is extremely small.

Level 4

Brace: Granted Martial Arts

Prior blessing increases the chance of critical occurrence and reduces the chance of fumble occurrence.

Because it also applies to attack spells and the like, it is not just an omelet. Plain but valid in long wars.

Only for the user himself. Consumption MP is slight.

Level 11

Spell Vibrate: Grant Martial Arts

Inhibits behavior by attributes due to a certain range of magic use.

Become a pseudo-attribute seal. Unfortunately, the effect of an already activated spell cannot be nullified.

To some extent, it is important to note that it is ineffective if the distance from the subject is not close.

The range is narrow there. Consumption MP is small.

Level 23

Intelligence Attack: Attack Martial Arts

Martial arts in which the determination of a physical attack by a wand is based on the intellect value.

It will be a last resort for regular cane-holding players.

Players who use canes in the avant-garde are rare, so they should be less likely to see them.

Needless to say it is an extremely bad specification only for some polar players.

Only for the user himself. Consumption MP is small.

6. Finally

Case files are discounted.

Because it's going to be full of stupidity.

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

Just like last time, it's good for players to play thoughtfully.

Take it easy.

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.

That's why he's strong.

Recommend confirmation in the battle video.

Some of the poles, there are strong people even in skill preference acquisition, but in many cases they are instrumentally poor.

Special cases are special, but therefore cannot be imitated (meaning unclear).

6.2 What do I get for my skills?

Same as above.

If you get lost, go to the skill structure consultation office on the bulletin board.

6.3 Too much magic skills, okay?

That's okay, too.

Certain skills cannot be acquired without doing so.

If you can aim, you can aim.

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

Maybe if we move on, we won't have enough?

It seems more fun to move it with the feel of your body as much as you can.

I don't have any body.

6.5 Doesn't it hurt?

100% pain is painful.

Some items make that strong, but if you care that much, you can't do anything.

To some extent, it would be better to compromise.

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.

How's 6.6 PK these days?

As active as ever.

At the same time, PKK is also active.

Looks like we're holding each other back.

I wouldn't be playing if I cared about this either.

If you're enjoying it solemnly, there's no problem.

6.7 Can't you level up more efficiently?

Everyone thinks.

Do you want to level up while Mr. Summoner takes you and exposes you to the fear of returning to death?

That, I can't.

I'll be back to death soon, that.

6.8 How is the operation cold?

It's a mystery.

Really, it's a mystery.

6.9 What does it feel like to be the effect of fast chanting, magic effect expansion, and magic range expansion?

My hands are spinning.

6.10 What characteristics depend on the occupation?

My hands are spinning there, too.

Whatever you choose, somehow, I think you can imagine what works in your favor.

Above -