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Campfire Cooking in Another World with My Absurd Skill 🍲

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A highly detailed Campfire Cooking in Another World with My Absurd Skill lorebook, containing 170 in-depth entries!from Chub

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Not gonna lie... I read this fast as hell. Lowkey was blasting through, but still—it was a really fun read! Though, when I tell y’all the wiki was hell, I mean it; they didn’t have the info as solid and detailed as I’d like it. Either way, I’ll always give thanks to the people who make or contribute to these wikis because without them, I’d be nothing—so thank you!

Other than that, here you guys go! A very detailed Campfire Cooking in Another World with My Absurd Skill lorebook.

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Campfire Cooking in Another World with My Absurd Skill 🍲

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Campfire Cooking in Another World with My Absurd Skill 🍲

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  1. #1⚠️⛔READ THIS⛔⚠️

    Keys: ™【shycat4】

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    ™【shycat4】

  2. #2═══════[Setting]═══════

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    This takes place in the setting of Campfire Cooking in Another World with My Absurd Skill (Tondemo Skill de Isekai Hourou Meshi), created by Ren Eguchi. Tags: #Action #Adventure #Comedy #Fantasy #Shounen

  3. #3[☰] World Setting [☰]

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    <world_setting> The world of Campfire Cooking in Another World with My Absurd Skill is a traditional medieval fantasy world of swords, magic, monsters, dungeons, adventurers, merchants, and multiple human and non-human nations. Although Levels, Skills, status values, and monster ranks objectively exist, everyday society treats them as natural properties of the world rather than as evidence that reality is a video game.

    The setting is comparatively peaceful in many civilized regions, but wilderness travel remains dangerous. Powerful monsters inhabit forests, mountains, dungeons, and remote territories, while merchants and adventurers rely heavily on guild networks connecting major cities.

    Geography & Major Locations The known world contains a large continent divided among several kingdoms and empires, with additional nations existing beyond it.

    • Reijseger Kingdom: The nation responsible for summoning otherworldly Heroes through forbidden magic. It presents itself as needing Heroes but possesses aggressive political ambitions.
    • Leonhart Kingdom: A comparatively stable kingdom containing numerous cities and dungeons and serving as one of the major regions traveled by adventurers and merchants.
    • Karelina: A prosperous city within Leonhart and an important Adventurers Guild center.
    • Dolan: A famous dungeon city built around a large and dangerous dungeon.
    • Wilderness & Dungeons: Large forests, plains, mountains, and dungeon complexes contain monsters ranging from common prey to legendary beings capable of destroying ordinary adventuring parties.

    Metaphysical Foundation: Status, Skills & Magic Living beings possess measurable status information including Level, physical abilities, magical power, Skills, titles, and other characteristics.

    Levels can increase through combat and accumulated experience, strengthening the individual. Skills may include combat techniques, magic, storage abilities, Appraisal, resistances, and rare Unique Skills.

    However, detailed status information is not freely visible to everyone.

    Appraisal is a rare and valuable Skill capable of revealing information about people, monsters, objects, Skills, and abilities. More powerful Appraisal provides more detailed information. Magical tools capable of performing Appraisal also exist but are rare and valuable.

    Magic is a natural part of the world. Magical aptitude differs between individuals, and affinities influence what forms of magic a person can effectively develop.

    Core Factions & Inhabitants

    • Adventurers Guild: A widespread organization with branches throughout multiple countries. It registers adventurers, assigns ranks, manages quests, purchases monster materials, operates dismantling facilities, and helps regulate dangerous monster activity.
    • Merchants Guild: A major commercial institution governing merchants and trade.
    • Adventurers: Individuals who hunt monsters, gather materials, escort travelers, explore dungeons, and complete Guild requests. Adventurer rank represents proven capability and determines which requests may normally be accepted.
    • Monsters: Creatures possessing Levels, abilities, magical traits, and varying degrees of intelligence. Some species are ordinary threats while others, such as ancient dragons and legendary beasts, possess overwhelming power.
    • Gods & Goddesses: Divine beings who inhabit a separate divine realm and observe the mortal world. They may communicate with mortals through revelation and can grant Divine Blessings under appropriate circumstances.

    Familiars Tamers can form Familiar Contracts with monsters.

    The commonly understood method requires the monster to be subdued before the contract is formed. Once contracted, the familiar is recognized as belonging to the contractor and may be registered through the Adventurers Guild.

    A Familiar Contract does not automatically make every monster weak, obedient, or harmless. Exceptionally powerful monsters retain their personalities, intelligence, appetites, preferences, and enormous combat capabilities.

    Some intelligent monsters can communicate directly with humans, while others possess intelligence without ordinary speech.

    Otherworlders & Hero Summoning Otherworlders can be brought into the world through Hero Summoning, an ancient form of forbidden magic.

    Summoned Heroes normally possess unusually high abilities, powerful Skills, large Item Boxes, and other advantages intended to make them exceptional compared with ordinary inhabitants.

    Ordinary inhabitants do not possess access to Net Supermarket, cannot casually reproduce its products, and generally have no framework for understanding modern Earth manufactured goods.

    Gods & Divine Blessings The gods can observe the mortal world and communicate with selected individuals through revelations.

    Divine Blessings are rare supernatural protections granted directly by deities. Their effects vary according to the god's domain, the recipient's affinity, and the strength of the blessing.

    Receiving even one divine blessing is highly unusual. Multiple blessings should therefore never be treated as normal for an ordinary adventurer.

    Gods do not normally walk openly through mortal society. Their ability to interfere with the world is constrained, even though they can communicate, grant blessings, and receive offerings.

    Technology & Society Civilization primarily operates at a medieval fantasy level. People rely on horses, wagons, swords, armor, craftsmen, guilds, inns, markets, and magic.

    Magical tools supplement ordinary technology. Item Boxes, Magic Bags, communication devices used by guilds, magical equipment, dungeon treasures, and other supernatural objects exist, but their rarity and value vary greatly.

    Modern Earth products introduced through Net Supermarket are therefore highly abnormal and can attract significant attention if openly displayed. </world_setting>

    <important_to_world_setting>

    Levels, Skills, titles, statistics, and monster ranks genuinely exist, but ordinary people do not constantly see floating status windows around themselves or others.

    Exact information about another person or monster normally requires Appraisal, an Appraisal-capable magic tool, prior knowledge, or ordinary observation.

    Appraisal itself is rare. Characters should not casually know another person's exact Level, Skills, Unique Skills, blessings, or statistics without an appropriate means of discovering them.

    A person's own status can be accessed, but this should not turn ordinary scenes into constant RPG-menu narration.

    Item Box is an actual Skill that stores non-living objects in a separate space. Capacity differs enormously between users, and unusually large Item Boxes are noteworthy.

    Magic Bags are physical magical items distinct from the Item Box Skill.

    Skills and magical affinity differ between individuals. A character should not automatically possess a spell or special ability merely because such abilities exist elsewhere in the setting.

    Adventurer rank and Level are not identical. Rank is assigned through the Adventurers Guild based on demonstrated ability and accomplishments, while Level is an inherent numerical measure of growth.

    Monster rank is an assessment of danger rather than proof that every individual monster of that species has exactly identical strength.

    Legendary monsters such as Fenrir and ancient dragons are extraordinarily dangerous beings. Ordinary adventurers should react accordingly rather than treating them as unusually large pets.

    Familiar Contracts do not erase a familiar's personality or intelligence. Powerful familiars may cooperate because they personally accept the arrangement rather than because their minds have been magically replaced.

    Net Supermarket is Mukohda's Unique Skill. Native merchants, adventurers, nobles, and magicians cannot simply obtain Earth products through ordinary trade or reproduce the Skill.

    Earth food provides temporary status enhancement when consumed, but it does not permanently rewrite a person's natural abilities.

    Products from Earth should appear foreign and unusually refined to native inhabitants. Modern packaging, processed foods, cosmetics, detergents, alcohol, and other manufactured goods do not belong to the world's normal technological base.

    The gods can communicate directly with selected people, but ordinary inhabitants do not routinely converse with deities.

    Summoned Heroes are exceptional individuals. Their unusually powerful Skills, Item Boxes, and status values should not be used as the baseline for ordinary natives.

    The setting is lighthearted, but monsters, dungeons, slavery, political conflict, injury, and death are real. Comedy should not erase the world's underlying physical and social rules. </important_to_world_setting>

  4. #4[☰] Writing Style [☰]

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    <writing_style> <ren.eguchi.writing_style> The writing style of Campfire Cooking in Another World with My Absurd Skill, created by Ren Eguchi, is defined by its blending of laid-back travel fantasy, food-centered slice-of-life structure, and the deliberate inversion of the traditional isekai power fantasy. Rather than treating another world as a stage for heroic conquest, the writing turns mundane modern convenience—especially cooking, shopping, and household competence—into the protagonist's primary means of navigating fantasy society.

    Critical reviews and narrative descriptions characterize its core writing style through several distinct pillars:

    1. The Domesticization of the Isekai Power Fantasy Eguchi builds the central fantasy around practical usefulness rather than direct combat ability, allowing ordinary modern knowledge to become disproportionately valuable in another world.

    The Mundane Cheat Skill: Mukohda's "Online Grocery" initially appears unimpressive compared with conventional heroic abilities, but the narrative continually discovers increasingly useful applications for it. Modern ingredients, seasonings, toiletries, and prepared goods become resources with social, economic, and even supernatural value, turning consumer convenience into the series' unconventional form of power progression.

    The Reluctant Non-Hero: Mukohda is deliberately separated from the traditional summoned-hero trajectory. He distrusts the kingdom that summoned him, abandons the expected heroic mission, and primarily wants financial stability, good meals, and freedom from dangerous obligations. His practicality grounds the fantasy and makes avoidance of adventure almost as important as adventure itself.

    1. The Episodic "Hunt, Cook, Eat" Narrative Loop Structurally, the series favors a wandering road-story format where progression is measured through destinations, ingredients, meals, and new companions rather than an urgent central conflict.

    Food as the Narrative Payoff: Monster hunts and fantasy encounters frequently function as setups for cooking sequences. Dangerous creatures become ingredients, ingredients become recognizable dishes, and the characters' exaggerated reactions provide the emotional and comedic payoff. Food therefore operates simultaneously as worldbuilding, reward system, and recurring episodic climax.

    Deflated Adventure Stakes: Conventional fantasy dangers are routinely neutralized by Mukohda's absurdly powerful familiars, particularly Fel and Sui. Instead of using overwhelming strength to create escalating battles, the writing often turns that strength into another inconvenience for Mukohda, who must process enormous monster carcasses, explain impossible accomplishments, or cook increasingly large quantities of food. Reviews consequently describe the series as notably relaxed and low-stakes compared with combat-driven isekai.

    1. Appetite-Based Comedy and Accidental Found Family The central party is held together less by heroic ideals than by appetite, convenience, and a steadily developing form of domestic companionship.

    The Overworked Party Caretaker: Mukohda frequently occupies the role of reluctant cook, accountant, shopper, and responsible adult surrounded by beings vastly stronger than himself. Fel's appetite and battle enthusiasm, Sui's innocent enthusiasm, and later supernatural demands continually transform simple travel plans into additional work, creating comedy through the mismatch between Mukohda's desire for peace and his companions' excesses.

    Affection Through Provision: Relationships are frequently expressed through food rather than explicit emotional speeches. Contracts with familiars, friendships with travelers, and even interactions with divine beings become tied to cooking or offerings. What begins as transactional exchange gradually develops into an informal household dynamic, making feeding others one of the story's primary languages of companionship.

    Summary of How It Is Described Reviews frequently describe Campfire Cooking in Another World with My Absurd Skill as a relaxed, food-driven variation on the isekai formula, emphasizing cooking, travel, comedy, and companionship over dramatic conflict. It positions itself as a fantasy road trip built around domestic competence, where defeating monsters is often less important than deciding how to cook them afterward. </ren.eguchi.writing_style> </writing_style>

  5. #5═══════[World]═══════

    Keys: Universal, Timeline, Environments, Worldscape, Continents, World Setting, Multiverse, Nations, Regions, Civilization, Planes, Cosmos, Cosmology, Settings, Dimension, Realm, Plane, Timelines, World Map, Dimensions, Nation, Multiverses, Worlds, Planetary, Planets, Universes, Realms, Region, Setting, Territories, Universe, Environment, Outer Space, Planet, Space, Territory, World, Continent, Geography, Civilizations

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    <demiurge_world> Demiurge World is the main setting and is governed by the God of Creation, Demiurge.

    Background

    • Other gods and goddesses watch over the world from the Gods Realm.
    • Gods can grant blessings to mortals.
    • Religions are organized around patron deities.
    • The world's culture and population are comparable to the human Middle Ages.
    • RPG-like systems include magic, stats, skills, training, leveling, and divine gifts.
    • Time flows differently from Earth.

    Geography The main known landmass is a large continent divided among several countries:

    • Leonhart Kingdom.
    • Elman Kingdom.
    • Malbert Kingdom.
    • Feenen Kingdom.
    • Geissler Empire.
    • Republic of Quinn.
    • Reijseger Kingdom.
    • Rubanov Holy Kingdom.
    • Astafyev Kingdom.

    Other Countries Beyond the main continent are Demon countries including:

    • Kimaris.
    • Raum.
    • Andras.

    Travel to these distant regions is difficult because of the distance and numerous sea Monsters.

    Climate

    • The world does not have four distinct seasons like Japan.
    • Weather remains broadly similar throughout the year, with varying amounts of rain.
    • Fruits and vegetables can be planted throughout the year.

    Agriculture

    • Seeds purchased through Net Supermarket can grow into extremely high-quality produce.
    • Their growth is influenced by abundant nutrients and demonic essence.
    • Only first-generation seeds bear fruit.
    • Poor harvests can still occur.
    • Consecutive poor harvests may force farming families into slavery.

    Population Humans are the most common species.

    Other races include:

    • Demons.
    • Elves.
    • Dwarves.
    • Beastmen.
    • Giants.

    Monsters

    • Monsters of varying rarity, strength, and intelligence inhabit the wild.
    • Monsters are common enough that animal husbandry is uncommon.
    • Hunting monsters and beasts provides much of the world's meat.

    Organizations

    • Adventurers Guild: Its members hunt monsters and perform related work.
    • Merchants Guild: Trades monster materials and operates across multiple kingdoms. </demiurge_world>
  6. #6[⚬] Gods Realm [⚬]

    Keys: Sacred Divine Realm, Celestial Sanctuary, Sacred Realm, Realm of Gods, Divine Plane, Divine Realm, World of the Gods, Gods' Palaces, Divine Sanctuary, Heaven, Deity Realm, Divination Pool, Divine World, World of Gods, Celestial World, God Realm, Realm of the Gods and Goddesses, Celestial Plane, Gods' Domain, Gods World, Heavenly Realm, Plane of the Gods, Plane of Gods, Realm of Gods and Goddesses, Gods Realm, Divine Domain, Celestial Realm, Gods' Realm, Gods' World, Divination Pools, 神界, God Palaces, Ethereal Realm, Shinkai, Divine Palaces, Realm of the Gods, Realm of the Deities

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    <gods_realm> Definition Gods Realm is the realm inhabited by the Gods and Goddesses of Demiurge World.

    Geography

    • Depicted as a group of lands floating in the sky.
    • Its precise location is unknown.
    • It is a place that mortals cannot reach.
    • Majestic in appearance but limited in material provisions.

    Provisions

    • Dried fruit.
    • Honey.
    • Wine.
    • Lacks variety, elaborate dishes, and modern ingredients.
    • This scarcity makes products from Mukoda's Net Supermarket highly desirable to the gods.

    Divination Pool The Divination Pool allows Gods and Goddesses to observe Demiurge World.

    • Used to watch over their servants and followers.
    • Allows communication with mortals through revelations.

    Palaces Each God and Goddess possesses their own palace. </gods_realm>

  7. #7[⚲]────↓Continent↓────[⚲]

    Keys: Global Geography, World Maps, World Geography Map, Planetary Map, Continent Geography, Major Landmasses, Continents, World Atlas, Worldmap, Continental Geography, Continental Map, Geographic World, Map of the Continents, World Geography, Global Map, Geographic Map, World Map, Map of Continents, Continental Regions, Geographical Map, Map of the World, World-Maps, Landmass, Continent Map, Landmasses, World Regions, Continental, World-Map, Continent, Geography

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    <world_map> Definition The known world is centered on one massive continent divided among multiple political states, with distant Demon countries separated by an extremely dangerous ocean.

    Central Continent The primary landmass contains:

    • Leonhart Kingdom.
    • Elman Kingdom.
    • Malbert Kingdom.
    • Feenen Kingdom.
    • Astafyev Kingdom.
    • Geissler Empire.
    • Republic of Quinn.
    • Reijseger Kingdom.
    • Rubanov Holy Kingdom.

    Demon Countries Beyond the main continent are:

    • Kimaris.
    • Raum.
    • Andras.

    Ocean Boundary

    • The Demon countries are separated from the main continent by a vast ocean.
    • The sea is inhabited by numerous powerful Sea Monsters.
    • No ship from the main continent has successfully reached the Demon countries for hundreds of years. </world_map>
  8. #8[🗺️] Leonhart Kingdom

    Keys: Nijhoff, Leonhart-Kingdom, Ronkainen, Kingdom of Leonhart, Dungeon City Doran, Karelina City, Leonhart, Leonhart Kingdom, Reonharuto Okoku, Krehl, Karelina, Berleand, Leonhart Kingdom Territory, Berith Mountain, Rosendal, Reonharuto-okoku, Doran, Leonhart Royal Capital, Pascal Mountain, レオンハルト王国, Aveling

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    <leonhart_kingdom> Definition Leonhart Kingdom is a kingdom located south of the Elman Kingdom and allied with it.

    Geography

    • Located in the southeastern region of the world.
    • Pascal Mountain lies within the kingdom.
    • A raw Mithril vein was discovered at the base of Pascal Mountain.
    • Other known Mithril mines exist in the Malbert Kingdom and Geissler Empire.

    History The kingdom was founded by its first King after he acquired the Magic Sword Arondight from an unknown Dungeon outside the kingdom.

    Government

    • An egalitarian kingdom ruled by the King of Leonhart.
    • The nobility agreed not to interfere with Mukoda's activities.
    • Mukoda is free to enter and leave the kingdom.
    • In return, Mukoda and his group agreed to assist the kingdom during emergencies.

    Economy

    • Cities specialize in different trade goods.
    • Three Dungeons provide highly demanded drops.
    • The kingdom experienced major economic growth after Mukoda's group settled there.
    • High-ranking monster materials and ingredients sold by Mukoda contribute to the economy.

    Cities

    • Karelina: The fifth-largest city, ruled by Count Langridge. Mukoda purchases a house there. Its economy and culture grew significantly through trade involving Mukoda.
    • Krehl: Known for textiles and high-quality clothing made using Venom Tarantula thread from Ishtam Forest.
    • Doran: A large city developed around a Dungeon and known as the Dungeon City.
    • Nijhoff: Known for pottery and high-quality bathtubs.
    • Berleand: A coastal port city focused on fishing.
    • Aveling: Known for a Dungeon inhabited by Undead Monsters.
    • Rosendal: A Dungeon City known for the Meat Dungeon and its meat-related products. Hosts an annual Dungeon Meat Festival.
    • Ronkainen: A trade city near the border of the Republic of Quinn and several small warlike countries. Considered unsafe due to skirmishes.
    • Leonhart Royal Capital.

    Points of Interest

    • Pascal Mountain: A mountain about two days by carriage from Karelina with operating mines. A Metal Lizard once occupied the mountain's base.
    • Berith Mountain: A mountain near the road to Rosendal. Its surrounding forest is inhabited by Black Baboons that attack intruders by throwing rocks. </leonhart_kingdom>
  9. #9[🗺️] Elman Kingdom

    Keys: Elman Nation, Elman Country, Eruman Ōkoku, Kingdom of Elman, Eruman Okoku, Northeastern Elman Kingdom, Eruman-ōkoku, Hirschfeld, Eruman-okoku, エルマン王国, Elman Kingdom, Elman, Elman Realm, Brixt, Eruman Kingdom

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    <elman_kingdom> Definition Elman Kingdom is an egalitarian country located in the northeastern region of the main continent. It borders the Leonhart Kingdom and maintains an alliance with it.

    Geography

    • Located in the northeast of the main continent.
    • Shares a border with the Leonhart Kingdom.
    • Its border with Leonhart serves as a stable route for travel and trade.

    Society

    • Elman is described as an egalitarian nation.
    • Its social structure places less emphasis on rigid class divisions than some other countries.
    • Travelers, merchants, and people of different social standings can move through the kingdom relatively freely.

    Culture

    • The kingdom is comparatively welcoming toward travelers and merchants.
    • Trade and adventurer activity are important parts of urban life.
    • Its close relationship with Leonhart contributes to regular movement of people and goods between the two kingdoms.

    Cities

    • Hirschfeld: A major city associated with guild activity, commerce, and adventurers.
    • Brixt: A settlement involved in regional trade and resource distribution. </elman_kingdom>
  10. #10[🗺️] Malbert Kingdom

    Keys: Malbert, Maruberu-okoku, Malbert Nation, Malbert Kingdom State, Malbertian Nation, Kingdom of Maruberu, Malbertian State, Realm of Malbert, Kingdom of Malbert, Maruberu Ōkoku, Malbert State, Maruberu Kingdom, Malbert Palace, Malbert-Kingdom, マルベール王国, Malbertian Kingdom, Malbert Royal Palace, Malbert Kingdom, Maruberu Okoku, Malbert Realm

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    <malbert_kingdom> Definition Malbert Kingdom is an egalitarian kingdom located west of the Reijseger Kingdom.

    Geography

    • Located directly west of the Reijseger Kingdom.
    • Surrounded by unfavorable neighboring countries.
    • Has experienced many territorial wars.

    Society

    • An egalitarian state.
    • Does not practice racial discrimination.

    Summoned Heroes

    • Kaito, Kanon, and Rio eventually choose Malbert Kingdom as their base of activities after their exile.
    • The Malbert royal family is aware of the Summoned Heroes' presence.
    • The royals choose to observe them without interfering. </malbert_kingdom>
  11. #11[🗺️] Feenen Kingdom

    Keys: Feenen Kingdom, Feenen Okoku, Feenen-okoku, Feenan Kingdom, Feenen Kingdom Territory, Feenen Country, Feenen Ōkoku, Feenen Realm, Feenan, Feenen-Reijseger Border, Reijseger Border, Kingdom of Feenan, Feenen, Feenen-Kingdom, Kingdom of Feenen, Feenen Nation, Feenen Territory, フェーネン王国

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    <feenen_kingdom> Definition Feenen Kingdom is a human-dominated kingdom where other races are present in small numbers and often live under difficult conditions.

    Society

    • Humans make up most of the population.
    • Other races are relatively uncommon.
    • Demi-Human slavery is legal.
    • Enslaved Demi-Humans possess greater legal rights than in more discriminatory regions.

    Guilds

    • Adventurers Guild branches operate within the kingdom.
    • Merchants Guild branches operate within the kingdom.
    • Guild registration can exempt travelers from certain entry fees.

    Geography

    • Shares a border with the Reijseger Kingdom.
    • Elman Kingdom and Leonhart Kingdom lie farther east. </feenen_kingdom>
  12. #12[🗺️] Geissler Empire

    Keys: Geissler Military State, Geissler, Militaristic Geissler Empire, Geissler Imperial State, Gaisura Teikoku, Gaisurā Empire, ガイスラー帝国, Geissler Imperial Nation, Geissler Nation, Gaisura-teikoku, Empire of Geissler, Gaisurā Teikoku, Geissler Military Empire, Geissler Empire, Imperial Geissler, Geissler Imperial Empire, Geissler Superpower, Gaisura Empire, Geissler State, Gaisurā-teikoku, Geissler Military Nation

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    <geissler_empire> Definition Geissler Empire is a militaristic empire governed solely by its royal bloodline.

    Government

    • A military state ruled by the imperial family.
    • The Emperor holds absolute authority.
    • Disobeying imperial orders can result in execution.

    Society

    • The Empire considers non-citizens inferior regardless of race.
    • Demi-humans are treated as livestock.
    • Slavery is institutionalized.
    • The Empire is known for especially severe treatment of slaves.

    Resources

    • Possesses active Mithril mines.
    • Mithril is also mined in the Malbert Kingdom and Leonhart Kingdom.

    Military

    • Maintains a large and aggressive military.
    • Once deployed 30,000 soldiers into a Dungeon to retrieve the Magic Sword Caladbolg.

    Foreign Relations

    • Borders the Malbert Kingdom and Rubanov Holy Kingdom.
    • Has maintained a strict border blockade for several decades.
    • Its aggressive policies create persistent tensions with neighboring countries. </geissler_empire>
  13. #13[🗺️] Republic of Quinn

    Keys: Southern Republic of Quinn, クイン共和国, Small Southern States, Republic of Quinn State, Quinn Republic, Kuin, Republic of Kuin, Republic of Quinn, Southern Republic, Quinn, Kuin Nation, Republic of Quinn Nation, Southern States, Quinn State, Kuin Republic, Quinn Nation, Southern Countries, Kuin Kyōwakoku, Kuin Kyowakoku, Small Southern Countries, Kuin State

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    <republic_of_quinn> Definition The Republic of Quinn is a sovereign nation located in the southern region of the central continent.

    Geography

    • Located among the Small Southern Countries.
    • Situated in the southern sector of the continent.

    History

    • A relatively young nation.
    • Recently established among the smaller southern states.

    Government

    • A republic rather than a monarchy.

    Society

    • Guarantees freedom of religion.
    • Legally protects religious diversity.

    Foreign Relations

    • Shares a similar stance on religious freedom with the Elman Kingdom and Leonhart Kingdom.
    • Contrasts with the Rubanov Holy Kingdom's strict state religion. </republic_of_quinn>
  14. #14[🗺️] Reijseger Kingdom

    Keys: Rayseer Kingdom, Reijseger Country, Rayseer, Reijseger Royal Castle, Reijseger Nation, Reijseger Kingdom, Reijseger Realm, レイセヘル王国, Reiseheru-okoku, Rayseer Realm, Rayseer State, Reijseger Royal Family, Reijseger State, Kingdom of Rayseer, Reiseheru Okoku, Reijseger Castle, Reijseger, Kingdom of Reijseger, Reiseheru Kingdom, Rayseer Country, Reiseheru, Rayseer Nation, Reijseger Kingdom Royal Family, Kingdom of Reiseheru

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    <reijseger_kingdom> Definition Reijseger Kingdom is a militaristic human kingdom ruled by a royal family and known for racial discrimination, territorial expansion, and the use of Hero Summoning.

    Government

    • Ruled by the royal family.
    • The royal family resides in a castle built atop a mountain.
    • The king prepares for war against neighboring countries.

    Society

    • Practices severe racial discrimination.
    • Elves and Beastmen are abused and marginalized.
    • Non-human races are treated as inferior.

    Foreign Policy

    • Pursues territorial expansion.
    • Frequently prepares for war with neighboring countries.
    • Becomes an enemy of the Demon Lord.

    Hero Summoning

    • Performs the ancient Hero Summoning ritual.
    • Summons Mukoda, Kaito, Kanon, and Rio from Earth.
    • Publicly claims the heroes are needed to save Reijseger by defeating the Demon Lord.
    • The actual purpose is to use their power to expand the kingdom's territory.
    • Slave Bracelets are used to control summoned heroes and force obedience. </reijseger_kingdom>
  15. #15[🗺️] Rubanov Holy Kingdom

    Keys: Kingdom of Rubanov, Rubanov Holy Nation, Rubanov Faith, Rubanov God, Capital of Rubanov, Rubanov, Religion of Rubanov, Rubanofu Shinsei Oukoku, Rubanofu Shinsei Ōkoku, ルバノフ神聖王国, Rubanov Religious Kingdom, Rubanov Theocracy, Rubanov Capital, Rubanov Holy Kingdom, Rubanov Religion, Rubanov Kingdom, Holy Kingdom of Rubanov

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    <rubanov_holy_kingdom> Definition Rubanov Holy Kingdom is a religious country whose state dogma is human supremacy.

    Religion

    • The kingdom is the center of the Rubanov religion.
    • Its society is deeply governed by religious doctrine.
    • Non-human races are regarded as evil.
    • The supposed Rubanov god does not actually exist.
    • The religion functions as a facade used to extract money from the population.

    Society

    • Practices severe discrimination against other races.
    • Humans are treated as superior to non-humans.

    Foreign Relations

    • Hostile toward the Malbert Kingdom.
    • Hostile toward the Elman Kingdom.
    • Hostile toward the Leonhart Kingdom. </rubanov_holy_kingdom>
  16. #16[🗺️] Astafyev Kingdom

    Keys: Lost Astafyev Kingdom, Astafyev, Asutafiefu Okoku, Defunct Astafyev Kingdom, Astafyev Kingdom, Asutafiefu ōkoku, Ancient Astafyev Kingdom, アスタフィエフ王国, Historical Astafyev Kingdom, Kingdom of Astafyev, Asutafiefu Ōkoku

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <astafyev_kingdom> Definition Astafyev Kingdom is a historical kingdom that existed around 600 years before Mukoda's arrival.

    Status

    • No longer exists in the modern era.
    • Existed approximately 600 years before Mukoda was summoned.

    Hero Summoning

    • Performed a Hero Summoning ritual.
    • Summoned Matsumoto Kazuki, also known as Kazu, from Earth in 2014.
    • Claimed that the kingdom needed salvation from an invading neighboring country and famine.
    • Intended to use summoned heroes as weapons against neighboring nations.

    Government

    • Ruled by a King and Queen.
    • The royal court displayed significant wealth and luxury.
    • Summoned heroes were immediately surrounded by armed knights.

    Kazu

    • Kazu possessed the Sage class.
    • He concealed his abilities by falsifying his status.
    • He escaped to the neighboring Slezak Kingdom.
    • He later became an adventurer.

    Legacy

    • The kingdom eventually disappeared from history.
    • Information about it survives through Kazu's autobiography. </astafyev_kingdom>
  17. #17[🗺️] Demon Country

    Keys: Three Demon Nations, Demon Settlements, Demon Countries of the Northern Continent, Northern Demon Nations, Northern Demon Bloc, Raum, Land of Demon, Demon Country, Kimaris, Demon Kingdoms, Andras, Demon Nation, Demon Countries, Demon State, Demon States, Demon Territory, Northern Demon Countries, Demon Sovereign Nations, Demon Homelands, Demon Territories, Demon Nations, Northern Continent Demon Countries, Demon Sovereign States, Three Demon States, Demon Kingdom, Demon Bloc, Three Demon Countries, Demon Lands, Demon Nation Bloc, Demon-Founded Nations, Demon Land, Northern Demon Lands

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <demon_countries> Definition The Demon Countries are three sovereign nations located on the Northern Continent and inhabited by Demons.

    Origins

    • Demons are not originally native to the Northern Continent.
    • Their ancestors came from another continent.
    • A large ship carrying Demon migrants was caught in a severe storm and shipwrecked.
    • Unable to return across the dangerous seas, the survivors settled permanently and established their own nations.

    Countries

    • Kimaris.
    • Raum.
    • Andras.

    Geography

    • Located on the Northern Continent.
    • Separated from the main human continent by a dangerous ocean.
    • The surrounding seas are inhabited by powerful Sea Monsters.
    • Human ships have been unable to cross successfully for hundreds of years.

    Relations

    • The three countries generally act as a unified Demon block against human aggression. </demon_countries>
  18. #18[›] [🗺️] Kimaris

    Keys: Demon Kingdom of Kimaris, Northern Continent Kimaris, Kimaris Peninsula, Kingdom of Kimaris, Kimaris Demon Nation, Kimaris Territory, Kimaris Demon Territory, Kimaris Kingdom, Nation of Kimaris, Country of Kimaris, Kimaris, Demon Nation of Kimaris, Kimaris Nation, Kimaris Demon Kingdom, Kimaris Country

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Kimaris is one of the three sovereign Demon countries on the isolated Northern Continent.

    Geography

    • Located on a large peninsula extending from the Northern Continent.
    • The peninsula provided refuge to the ancestors of the Demon population after their shipwreck.
    • Separated from the main human continent by an ocean inhabited by powerful Sea Monsters.
    • External ships have been unable to reach the region for hundreds of years.

    Relations

    • Forms part of the Demon political bloc alongside Raum and Andras.
    • Maintains generally stable relations with the other Demon countries.
    • Minor border disputes can occur over territorial boundaries.

    Society

    • Primarily inhabited and governed by the Demon Race.
    • Independent from human kingdoms and monarchies.
  19. #19[›] [🗺️] Raum

    Keys: Demon Nation of Raum, Demon Lands Raum, Raum Demon Country, Raum Country, Northern Raum, Raum Kingdom, Demon Kingdom of Raum, Northern Continent Raum, Nation of Raum, Kingdom of Raum, Demon Country of Raum, Raum Demon Kingdom, Raum, Raum Demon Nation, Raum Nation

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Raum is one of the three sovereign Demon countries on the isolated Northern Continent.

    Geography

    • Occupies the central region of the Northern Continent.
    • Located between Kimaris and Andras.
    • Separated from the main human continent by an ocean inhabited by powerful Sea Monsters.
    • Maritime travel from human territories has been effectively blocked for hundreds of years.

    Society

    • Inhabited and governed by the Demon Race.
    • Humans hold no political authority within the country.

    Relations

    • Shares borders with Kimaris and Andras.
    • Periodic border skirmishes occur over territory and resources.
    • Overall relations among the three Demon countries remain stable.

    Historical Status

    • Raum exists as an active independent country in the modern era.
    • Historical records also refer to an earlier Raum Country around 600 years ago that was destabilized or destroyed during ancient conflicts.
  20. #20[›] [🗺️] Andras

    Keys: Andras, Northern Andras, Northern Continent Andras, Kingdom of Andras, Demon Kingdom of Andras, Andras Sovereign Nation, Andras Demon Nation, Demon Nation of Andras, Andras Nation, Andras Demon Kingdom, Andras Territory, Andras Kingdom, Andras Demon Lands

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Andras is one of the three sovereign Demon countries on the isolated Northern Continent.

    Geography

    • Shares the Northern Continent with Kimaris and Raum.
    • Its maritime borders face seas inhabited by powerful S-Rank Sea Monsters.
    • These waters prevent human and merchant vessels from reaching the country.

    Society

    • Governed entirely by the Demon Race.
    • Human kingdoms and religious institutions hold no authority within its territory.
    • Inhabitants include blue-skinned Demons, bat-winged Demons, and Dark Elves.

    Relations

    • Maintains generally stable relations with Kimaris and Raum.
    • Minor border skirmishes can occur over resources and territory.
    • Cooperates with the other Demon countries against external human threats.
  21. #21═══════[System]═══════

    Keys: Character Interface, Status Interface, Status, Character Status Screen, Systems, Statuses, Status Screens, Game Interface, System UI, System, System Menus, Status Menu, Character Menu, System Interface, System Menu, Status Screen, Menu Screen, Status Menus, Game Menu, Game Systems, UI, Interfaces, Menu Screens, Character Status Menu, Menus, User Interface, System Screens, System Screen, Game Menus, Game System, Game Screen, Game Screens, Player Interface, Game UI, Status UI, Menu, Interface, Character Status

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <status_system> Definition The Status System is an RPG-like system that governs levels, stats, skills, blessings, and contracts for living beings in the Demiurge World.

    Status A person's status can include:

    • Name.
    • Level.
    • HP.
    • MP.
    • Attack.
    • Defense.
    • Skills.
    • Divine Blessings.

    Level Level represents accumulated growth and combat experience.

    • Defeating monsters grants experience.
    • Gaining enough experience causes a Level Up.
    • Stats increase as levels rise.

    Skills Skills represent learned or inherent abilities.

    Standard Skills

    • Can be acquired through training, study, or practice.
    • Include combat, crafting, stealth, and elemental magic.

    Unique Skills

    • Rare abilities specific to particular individuals.
    • Cannot normally be taught or copied.
    • Mukoda's Net Supermarket is a Unique Skill.

    Divine Blessings Blessings are powers granted directly by gods.

    • Can enhance attributes or abilities.
    • May provide effects such as elemental affinity or resistance to status ailments.

    Appraisal

    • Individuals can view their own status.
    • Viewing another person's status requires Appraisal.
    • Appraisal is rare among ordinary people.
    • Magical items can also be used to inspect status information.

    Familiar Contracts A Familiar Contract forms a magical bond between a person and a monster or beast.

    • The contracted creature becomes the person's Familiar.
    • The Familiar appears on the master's status.
    • The bond can allow the master to view information about the Familiar.

    Guild Cards Adventurer and Merchant Guilds use physical Guild Cards for identification and guild-related information. </status_system>

  22. #22[🆙] Level

    Keys: Levelups, Reberu Appu, Leveling, Lvl, Monster Level, Levelling System, Lv., Lvl., Lvled, Leveled Up, Leveled, Current Levels, Leveling Up, Level Up, Character Level, Level System, Levelled, Level-Ups, Levels, Level, Level-Up, Lvling, Levelling Up, Lv, Levelling, Leveling System, Monster Levels, Levelup, Levelled Up, Current Level, Level Ups, Character Levels, レベルアップ

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Level represents the growth and combat prowess of a character or monster.

    Appraisal The Appraisal skill can reveal:

    • Current level.
    • Stats.
    • Other attributes.

    Leveling

    • Levels primarily increase by gaining experience through combat.
    • Stronger defeated opponents provide more experience.
    • The experience required to reach the next level increases progressively.
    • Higher levels are therefore harder to attain.

    Effects As level increases:

    • Stats such as strength, magic power, and agility improve.
    • New Skills may be gained.
    • Existing Skills may become more effective.

    Species Different species possess different base stats even at the same level.

    Starting Level

    • Every being begins at Level 1 at birth.
    • Summoned heroes begin at Level 1 upon arriving in the world.

    Highest Levels The highest known levels are around 1,000.

    • Fenrir.
    • Ancient Dragons.

    Evolution Some monsters evolve at Level 100.

    • Slimes.
    • Orcs.
    • After evolution, their level resets to Level 1.
    • Their overall strength remains significantly greater than before.

    Earn Double Experience Earn Double Experience is a Skill that doubles the experience gained from battles.

  23. #23[🆙] Experience

    Keys: Experience EXP, E.X.P., EXP, E.X.P, EXP System, Experience Points, XP, Experience Progression, EXP Points, Xp, X.P., Experience Gain, Experience System, Experience, Exp., X.P, XP System, Experiences, XP Points, Experience Point, Exp, Experience-Points, Experience XP

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Experience is the growth value used to increase levels and combat capability.

    Accumulation

    • Primarily gained through combat and defeating monsters, beasts, and dungeon creatures.
    • Stronger opponents provide more experience.
    • Some unusual actions, such as a slime consuming certain Earth-made waste materials, can also generate experience.

    Level Up

    • Reaching the required experience threshold causes a Level Up.
    • Leveling increases physical and magical stats.
    • The experience required for each new level progressively increases.

    Evolution Some monster species evolve at Level 100.

    • Slimes.
    • Orcs.
    • Evolution resets their level to Level 1.
    • Their overall strength and improved stat baseline remain significantly higher after evolution.

    Earn Double Experience Earn Double Experience is a Skill that doubles experience gained from battles.

    • It greatly accelerates leveling.
    • It can be granted through a Divine Blessing.
  24. #24[🆙] Experience Point

    Keys: Experience Point, EXP Point, XP Point, Experience-Point

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <experience_points> Definition Experience Points (XP) are invisible numerical values that track a living being's growth.

    Generation

    • XP is awarded when a monster, beast, or dungeon creature is defeated.
    • The system distributes XP automatically upon the target's death.

    Inorganic Ingestion Certain devouring monsters, such as slimes, can gain XP by consuming inorganic matter.

    • Modern Earth garbage obtained through Online Supermarket can provide XP when completely dissolved and digested.
    • Examples include plastic containers, cardboard packaging, and metal wrappers. </experience_points>
  25. #25[📈] Name

    Keys: Named, Naming, Names, Name

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Name is a status field that identifies a living entity.

    Civilized Races For humans, elves, dwarves, and beastmen:

    • A name is assigned at birth.
    • The Name field remains a fixed identifier on the individual's status.

    Wild Monsters and Beasts

    • Wild monsters and beasts do not normally possess an individual name.
    • Appraisal instead identifies them by their species.

    Familiar Naming A monster or beast can receive an individual name through a Familiar Contract.

    • The naming process occurs when the master assigns a name and the familiar accepts it.
    • The new name is then recorded on the familiar's status.
  26. #26[📈] Age

    Keys: Ageing, Ages, Aged, Age, Aging

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Age is a status field that records how long a living being has been alive.

    Tracking

    • The Age field updates as time passes.
    • Younger beings may have their age displayed in months.
    • Older beings are generally measured in years.

    Species Age reflects the different lifespans and maturation rates of each species.

    • Humans and other mortal races mature on shorter timescales.
    • Elves and High Elves mature more slowly and can live for centuries.
    • Legendary beasts and Dragons can have ages reaching hundreds or thousands of years.

    Evolution

    • Evolution does not reset Age.
    • A creature that evolves and returns to Level 1 retains its existing age.
    • Age continues counting from the creature's original birth.
  27. #27[📈] Job

    Keys: Class, Occupation, Job, Vocations, Occupations, Role, Specialization, Classes, Professions, Profession, Archetype, Vocation, Specialty

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition A Job is a status classification that represents a person's specialized role, abilities, and proficiencies.

    Mechanics

    • Jobs influence combat capabilities, magical aptitude, and crafting proficiency.
    • Jobs can affect stat growth such as HP, MP, Attack, Defense, and Agility.
    • Different Jobs specialize in different types of abilities.

    Skills Jobs can provide access to specific active and passive Skills.

    • Combat Jobs may grant weapon techniques.
    • Production Jobs may grant crafting or utility abilities.

    Progression

    • Some Jobs can develop into more advanced forms.
    • Advancement can unlock stronger abilities and higher growth potential.

    Categories

    • Combat Jobs: Hero, Magic Swordsman, Thief, Archer.
    • Production Jobs: Chef, Alchemist, Blacksmith, Merchant.

    Unique Skills Unique Skills are separate from Jobs.

    • A person can possess a powerful Unique Skill even if their Job is not combat-oriented.
    • Mukoda's Online Supermarket functions independently from his Job.
  28. #28[📊] Stamina

    Keys: Fatigue Meter, Stamina Reserve, S.P, Action Points, Physical Energy, Stamina Point, Stamina Gauge, STM, SP, Stamina-Points, スタミナ, Stamina, Physical Endurance, Fatigue Point, Energy Reserve, Fatigue Points, S.T.A, Endurance Points, Stamina Bar, Exhaustion Meter, S.P., Stamina Pool, Physical Stamina, AP, S.T.M, Stamina Points, Endurance, STA

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Stamina is a numerical status attribute representing physical vitality, energy reserves, and capacity for physical exertion.

    Status

    • Displayed as a numerical value on the status screen.
    • Higher values represent greater physical endurance.

    Scaling

    • Stamina increases as an individual levels up.
    • Different beings can possess vastly different Stamina values.
    • Legendary beasts and powerful familiars can greatly exceed normal human values.

    Evolution

    • Evolving monsters retain greatly increased physical capability even after their Level resets to 1.
    • Their Stamina remains significantly higher than in their previous form.

    Depletion

    • Physical activity, travel, labor, combat, and starvation can reduce effective stamina.
    • Heavy depletion causes exhaustion and weakness.

    Food Effects Certain foods can temporarily improve physical condition.

    • High-rank monster meat prepared with ingredients from Online Supermarket can provide temporary status boosts.
    • These effects can increase physical performance and Stamina for a limited time.
  29. #29[📊] Magic

    Keys: Magic Statistics, Magical Stats, Magic Attribute, M.P, Magic Status Category, Magic Stat, Magic Points, Magic Attributes, Magic Point, Magical Attributes, MP, Magical Stat, Magic Status, M.P., Magical Attribute, Magic Stats, Magic, Magic Statistic, Magic Category

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <magic_stat> Definition Magic is a status-system category that governs magical abilities and their use. It is distinct from magic as a general phenomenon.

    Magic Points

    • Magic Points (MP) are the numerical resource used to cast spells.
    • Each magical ability consumes a specific amount of MP.
    • When MP reaches zero, magic cannot be used until MP is restored.

    Elemental Magic Magic is recorded as separate elemental skill lines.

    • Fire Magic: Controls combustion, heat, and explosive attacks.
    • Water Magic: Controls water for utility and offensive use.
    • Wind Magic: Controls air currents and kinetic force.
    • Earth Magic: Controls soil, stone, and physical barriers.
    • Lightning Magic: A specialized higher-tier branch.
    • Ice Magic: A specialized higher-tier branch.

    Utility Magic

    • Recovery Magic: Restores health and can remove conditions such as poison.
    • Spatial Magic: Supports space-related functions such as Item Box.
    • Appraisal: Reveals hidden information about targets or items.

    Skill Levels Magic skills possess their own levels.

    • Individual magic types can progress through numbered levels.
    • Repeated use increases proficiency.
    • Higher skill levels unlock stronger spells within that magic type. </magic_stat>
  30. #30[📊] Attack

    Keys: Physical Attack Power, Physical Offence, Physical Attack, Attack, Attack Stats, Atk, Attack Attributes, Offensive Power, ATK, Attacks, A.T.K, Attack Score, Attack Power, Atk., Attack Value, Physical Offense, A.T.K., Attack Stat, Attack Rating, Attack Values, Physical Offensive Power, Attack Attribute

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Attack is a numerical status attribute representing physical offensive power.

    Leveling

    • Attack increases when an entity levels up.
    • The amount gained can vary according to the entity's Job or species.
    • Combat-oriented classifications can receive greater Attack growth than non-combat classifications.

    Evolution

    • Evolution resets the visible Level to 1.
    • Attack does not reset to its original value.
    • The evolved form retains its previously accumulated Attack as part of its stronger new baseline.

    Combat

    • Attack contributes to physical damage output.
    • It is compared against an opponent's Defense when resolving physical attacks.
  31. #31[📊] Defense

    Keys: Physical Defense Power, Def., Defence Power, Defense Power, Defense Stats, Defense Attribute, Defense Rating, Physical Defence Power, DEF, Defensive Power, Physical Defence, Defence, D.E.F., Defence Attribute, Defense Stat, Defense, D.E.F, Defence Value, Defence Rating, Durability Stat, Defence Stat, Defence Stats, Physical Defense, Physical Durability, Defense Value, Defensive, Def

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Defense is a numerical status attribute representing resistance to physical damage.

    Status

    • Displayed as a flat numerical value on the status screen.
    • Compared against an opponent's Attack during physical combat.

    Scaling

    • Defense increases when an entity levels up.
    • Growth varies according to Job or species.
    • Frontline combat classes and heavily armored species can receive greater Defense growth than agility-focused or utility classifications.

    Evolution

    • Evolution resets the visible Level to 1.
    • Defense does not return to its original value.
    • The evolved form retains its accumulated Defense as part of its stronger new baseline.

    Physical Resistance

    • Defense governs protection against physical force, impacts, and weapon attacks.
    • Elemental and magical resistances are tracked separately through skills, resistances, or blessings.
  32. #32[📊] Agility

    Keys: A.G.I., Physical Reaction Speed, Agility Attribute, Agility, A.G.I, Reflexes, Agility Value, Agility Rating, Movement Speed, Movement Velocity, Physical Reflexes, Agility Stat, Agi., Reflex, Agility Stats, AGI, Agility Values, Agility Attributes, Reflex Speed, Speed Attribute, Agi, Agility Score, 素早さ, Reaction Speed, Agility Parameter, Speed Stat

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Agility is a numerical status attribute representing movement speed, reaction speed, and reflexes.

    Status

    • Displayed as a flat numerical value on the status screen.
    • Influences movement speed, evasion, and combat responsiveness.

    Scaling

    • Agility increases when an entity levels up.
    • Growth varies according to Job or species.
    • Scouts, flying monsters, and naturally fast species can receive greater Agility growth than heavy or utility-oriented classifications.

    Evolution

    • Evolution resets the visible Level to 1.
    • Agility does not return to its original value.
    • The evolved form retains its accumulated Agility as part of its stronger new baseline.

    Combat

    • Agility affects the ability to evade attacks.
    • Higher Agility improves movement across terrain and the ability to close or create distance during combat.
  33. #33[📊] Skill

    Keys: Unique Skill, Character Skill, Entity Skill, Skill Ability, Skill Levels, Skill Level, Unique Skills, Acquired Skill, Character Skills, Skill Abilities, Skill Status Field, Entity Skills, Divine Blessing, Skill Status, Skill Field, Skill, Acquired Skills, Divine Blessings, Skills Field, Standard Skill, Ability, Standard Skills, Abilities, Skills System, Skills, Skill System

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Definition Skill is a status field that records an entity's physical, magical, or special abilities.

    Standard Skills

    • Can be acquired through training, practice, or study.
    • Include combat techniques such as swordsmanship, stealth, and archery.
    • Include elemental magic such as Fire, Water, Wind, and Earth.
    • Some utility skills are naturally rare.

    Unique Skills

    • Rare abilities associated with Otherworlders.
    • Cannot normally be learned or copied by native inhabitants.
    • May possess their own specialized functions or interfaces.

    Acquired Skills

    • Can be obtained by fulfilling specific conditions or performing particular actions.
    • May result from mastery, repeated activity, or contracts.

    Divine Blessings

    • Granted directly by gods.
    • Function separately from ordinary learned skills.
    • Can provide effects such as elemental enhancement, status resistance, or increased experience gain.

    Skill Levels Some Skills possess numerical proficiency levels.

    • Repeated use can increase proficiency.
    • Higher skill levels improve the effectiveness of the ability.
  34. #34═══════[Magic]═══════

    Keys: Spell-Casting, Mystic Art, Magics, Arcana, Mystic Arts, Spell Casting, Sorcery, Theurgy, Magical, Mystic-Art, -Magic, Mage Arts, Magic-, Spell, Mage-Arts, Wizardry, Spells, Mahō, Mage Art, Witchery, Witchcraft, Arcane, 魔法, Maho, Thaumaturgy, Magic, Spellcasting, Arcane Art, Mage-Art, Arcane Arts, Mystic-Arts

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings
    Magic is one of the key elements of the Demiurge World and is performed through Magic Power, elemental affinity, incantations, and mental imagery.

    Magic Types

    • Fire Magic.
    • Water Magic.
    • Earth Magic.
    • Wind Magic.
    • Holy Magic.
    • Lightning Magic.
    • Ice Magic.
    • Plant Magic.
    • Space Magic.
    • Sacred Magic.
    • Barrier Magic.
    • Healing Magic.
    • Light Magic.
    • Darkness Magic.
    • Charm Magic.
    • Illusion Magic.
    • Flying Magic.

    Affinity

    • All beings possess an affinity for one or more types of magic.
    • A person's affinity determines which types they can use effectively.
    • Fire, Water, Earth, and Wind are the four basic elements.
    • Advanced elements such as Ice and Lightning require mastery of the four basic elements.
    • Only a very small number of human mages reach this level.

    Special Requirements

    • Sacred Magic requires the grace of a God.
    • Healing Magic requires church teachings for humans.
    • Plant Magic is exclusive to Elves.
    • Darkness Magic is exclusive to Demonfolk.
    • Holy Magic is restricted to Heroes, Holy Women, and Paladins.
    • Barrier Magic is considered a lost legendary magic and is still used by legendary beasts such as Fel and Gonji.

    Magic Power Every being possesses Magic Power.

    • Determines their ability to cast spells.
    • Can increase through battle experience, leveling, and Divine Blessings.
    • Magic is cast by sensing Magic Power within the body, forming a mental image, and using an incantation.
    • Spells can be cast without speaking their name, but their power is greatly reduced.
    • Spell effectiveness is influenced by the amount of Magic Power used and the caster's aptitude.
    • Exhausting Magic Power can cause the user to lose consciousness.

    Magical Aptitude

    • Not everyone who possesses Magic Power can become a magician.
    • Some cannot sense their Magic Power.
    • Others cannot properly control or use it.
    • Some Monsters can also use magic.
    • Magical creatures such as Fenrirs and Dragons possess innate magical abilities.

    Skills Skills are special abilities or characteristics possessed by individuals.

    • Many are innate.
    • Some can be learned through training, study, or experience.
    • Some are gained through contracts or Divine Blessings.
    • Magic types an individual can use also appear as Skills when Appraised.
    • Many Skills become stronger through leveling, use, and practice.
    • Some Skills do not improve through leveling.
    • Skills granted directly by Gods do not level up.

    Unique Skills Unique Skills are special abilities possessed by certain individuals, especially people summoned from other worlds.

    • They cannot normally be learned or copied by others.

    Known Skills

    • Acid Bullet.
    • Alchemy.
    • Ancient Dragon Soul.
    • Appraisal.
    • Battle Enhancement.
    • Blacksmithing.
    • Body Strengthening.
    • Complete Defense.
    • Dragon Breath.
    • Earn Double Experience.
    • Gigantification.
    • Holy Sword Arts.
    • Item Box.
    • Magic Attack Resistance.
    • Magic Consumption Reduction.
    • Magic Power Manipulation.
    • Medicine Making.
    • Nail Slash.
    • Net Supermarket.
    • Physical Strengthening.
    • Proliferation.
    • Unfathomable Magic.
  35. #35[✨] Magic Power

    Keys: Magic Energy Source, 魔力, Magical Reserve, M.P, Mana, Magic Force, Magical Force, Magical Power, Magical Energy Source, Maryoku, Magical Energy, Magic Energy, MP, Magic Energy Reserve, Magic Power, Internal Magic Energy, Magic Reserve, Magical-Power, M.P., Magic Energy Core, Magic-Power, Internal Magic Power

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <magic_power> Definition Magic Power is the magical energy possessed by every being in the Demiurge World and determines their ability to cast spells.

    Growth Magic Power can increase through:

    • Battle experience.
    • Level increases.
    • Divine Blessings.

    Spellcasting

    • Magic is cast by sensing Magic Power circulating through the body.
    • Casting also uses an incantation and a mental image of the desired result.
    • Spells can be used without calling their name, but their power is significantly reduced.
    • Spell effectiveness is influenced by the amount of Magic Power used and the caster's aptitude.
    • Exhausting Magic Power can cause the user to pass out.

    Magical Aptitude

    • Possessing Magic Power does not guarantee the ability to use magic effectively.
    • Some individuals cannot sense their Magic Power.
    • Some cannot properly control or use it.

    Magical Creatures

    • Fenrirs and Dragons possess innate magical abilities.
    • Some Monsters, such as Liches, can also use magic. </magic_power>
  36. #36[✨] Types of Magic

    Keys: Magic Forms, Types of Magic, Kinds of Magic, Magic Classification, Magic-Types, Form of Magic, Magic Types, Magic Categories, Magic Kinds, Kind of Magic, Magic Classifications, Magic Form, Category of Magic, Forms of Magic, Magical Type, Categories of Magic, Types-of-Magic, Magic Type, Type of Magic, Magic Category, Magical Types

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <types_of_magic> Definition Magic is divided into different types based on the desired magical effect.

    Use

    • A caster uses a type of magic by thinking about the corresponding effect.
    • Wind Magic is used by thinking about wind.
    • Fire Magic is used by thinking about fire. </types_of_magic>
  37. #37[›] [🪄] Fire Magic

    Keys: Magic of Fire, Fire-Based Magic, Fire Arts, Flame Manipulation Magic, Flame Spellcraft, Pyromantic Magic, Elemental Fire Magic, Fire Sorcery, Heat-Magic, Heat Magic, Flame Magic, Fire Based Magic, Fire Spellcraft, Fire Elemental Magic, Flame-Magic, Fire Manipulation Magic, Flame Control Magic, Fire Element Magic, Thermal Magic, Fire Magics, Fire Spell, Flame Mage Arts, Flame Arts, Fire Element, Flame Sorcery, Fire Mage Arts, Fire-Type Magic, Pyromancy, Fire Control Magic, Fire Elemental Arts, Pyromantic Arts, Fire, Heat Control Magic, Heat Manipulation Magic, Fire-Magic, Fire Magic, Fire Type Magic, Fire Spells

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <fire_magic> Definition Fire Magic is an elemental magic type that produces and controls fire and heat.

    Magic Power

    • Fire Magic consumes Magic Power when used.
    • Greater magical output requires more Magic Power.
    • The caster's Magic Power and aptitude influence the strength of the spell.

    Progression Fire Magic can grow stronger through skill development and continued use.

    • Lower proficiency allows simple flames and small attacks.
    • Greater proficiency allows stronger fireballs, flame streams, and larger-area attacks.

    Resistance

    • Fire-based attacks can be reduced or nullified by Fire Resistance or Fire Immunity.
    • Divine Blessings may provide resistance against fire. </fire_magic>
  38. #38[›] [🪄] Water Magic

    Keys: Water, Water-Type Magic, Water Control Magic, Water Generation Magic, Water Magic, Elemental Water Magic, Hydromantic Magic, Aqua Magic, Water Type Magic, Magic of Water, Hydro Magic, Water Element Magic, Water Element, Hydro-Magic, Water Spell, Water Elemental Arts, Water Manipulation Magic, Water Mage Arts, Water Creation Magic, Water Based Magic, Water-Magic, Water Arts, Hydromancy, Aquamancy, Hydromantic Arts, Aquatic Magic, Water Elemental Magic, Water-Based Magic, Water Spellcraft, Water Spells, Water Magics

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <water_magic> Definition Water Magic is an elemental magic type that produces and manipulates water.

    Magic Power

    • Water Magic consumes Magic Power when used.
    • Greater volume, pressure, and velocity require more Magic Power.
    • The caster's Magic Power influences the strength and effectiveness of the spell.

    Progression Water Magic becomes more capable as the skill develops.

    • Lower proficiency allows small amounts of water and simple streams.
    • Greater proficiency allows pressurized attacks such as water blades, spheres, and streams.
    • Higher proficiency allows large-scale torrents, geysers, and waves.

    Resistance

    • Water-based effects can be reduced by Water Resistance.
    • Water Immunity can nullify their effects. </water_magic>
  39. #39[›] [🪄] Earth Magic

    Keys: Earth Element Magic, Earth Manipulation Magic, Earth Based Magic, Geological Magic, Earthen Magic, Elemental Earth Magic, Earth Magics, Soil Magic, Earth Spells, Earth Spell, Magic of Earth, Earth Type Magic, Earth, Earth-Magic, Rock Magic, 土魔法, Geo Magic, Earth Magic, Earth Mage Arts, Earth Elemental Magic, Ground Magic, Earth Elemental Arts, Rock Manipulation Magic, Earth Manipulation, Geo-Magic, Terrain Magic, Terrain Manipulation Magic, Geomantic Magic, Earth Element, Stone Manipulation Magic, Earth-Type Magic, Geomantic Arts, Ground Manipulation Magic, Stone Magic, Earthen Arts, Geomancy, Earth Arts, Earth Spellcraft, Geological Manipulation Magic, Earth-Based Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <earth_magic> Definition Earth Magic is an elemental magic type that manipulates, shapes, and manifests earth and stone.

    Magic Power

    • Earth Magic consumes Magic Power when used.
    • Greater volume, density, and mass require more Magic Power.
    • The caster's Magic Power influences the durability and force of the spell.

    Progression Earth Magic becomes more capable as the skill develops.

    • Lower proficiency allows minor terrain manipulation, shallow trenches, and small earthen mounds.
    • Greater proficiency allows rock projectiles, stone blocks, and defensive walls.
    • Higher proficiency allows large stone formations and wide-area terrain alteration.

    Physical Interaction

    • Earth Magic can create physical structures such as stone walls.
    • These structures can block physical attacks.
    • Their effectiveness depends on the durability of the created material against the force of the attack. </earth_magic>
  40. #40[›] [🪄] Wind Magic

    Keys: Air Mage Arts, Air Control Magic, Wind Elemental Arts, Wind-Type Magic, Magic of Wind, Air Arts, Wind Element Magic, Wind Elemental Magic, Aeromantic Arts, Wind-Magic, Wind Manipulation Magic, Air Spell, Aeromancy, Air Elemental Magic, Elemental Air Magic, Atmospheric Magic, Wind Control Magic, Magic of Air, Air Magics, Air Element Magic, Wind Spell, Air Spells, Air-Based Magic, Air Manipulation Magic, Wind Type Magic, Air Spellcraft, Wind Based Magic, Wind-Based Magic, Wind Magic, Wind Mage Arts, Elemental Wind Magic, Air-Magic, Wind Spellcraft, Wind, Wind Arts, Wind Magics, Wind Spells, Aeromantic Magic, Air Element, Wind Element, Air Elemental Arts, Air-Type Magic, Air Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <wind_magic> Definition Wind Magic is an elemental magic type that produces and manipulates air and wind.

    Magic Power

    • Wind Magic consumes Magic Power when used.
    • Greater speed, pressure, and scale require more Magic Power.
    • The caster's Magic Power influences the force and effectiveness of the spell.

    Progression Wind Magic becomes more capable as the skill develops.

    • Lower proficiency allows light gusts and simple air manipulation.
    • Greater proficiency allows cutting winds, compressed air attacks, and stronger gusts.
    • Higher proficiency allows large-scale windstorms and wide-area attacks.

    Physical Interaction

    • Wind Magic can exert physical force on targets and objects.
    • Stronger wind pressure can knock back, cut, or disrupt targets. </wind_magic>
  41. #41[›] [🔮] Holy Magic

    Keys: Holy Mage Arts, Holy-Type Magic, Holy Magic, Holy-Magic, Sacred Magic, Sacred-Magic, 聖魔法, Divine Spellcasting, Sanctifying Magic, Holy-Based Magic, Divine-Magic, Holy Power Magic, Sanctification Magic, Divine Energy Magic, Sacred Power Magic, Sacred Sorcery, Sacred Arts, Divine Arts, Divine Power Magic, Consecration Magic, Purification Magic, Holy, Holy Magics, Holy Based Magic, Holy Energy Magic, Holy Spellcraft, Divine Magic, Sacred Energy Magic, Holy Spell, Sanctified Magic, Holy Type Magic, Sacred Spellcasting, Holy Sorcery, Holy Spells, Holy Arts

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <holy_magic> Definition Holy Magic is a specialized magic type distinct from the four basic elemental magics.

    Magic Power

    • Holy Magic consumes Magic Power when used.
    • Stronger effects require greater Magic Power.

    Restrictions

    • Cannot normally be learned by ordinary people.
    • Limited to specific high-tier Jobs or individuals with suitable compatibility.

    Functions

    • Highly effective against Undead and other spiritually negative beings.
    • Can purify poisons, curses, and magical afflictions.
    • Can be used alongside recovery-oriented magic.

    Weapon Imbuement

    • Holy Magic can be channeled through weapons.
    • Can combine with skills such as Holy Swordsmanship or Holy Spearmanship. </holy_magic>
  42. #42[›] [🔮] Lightning Magic

    Keys: Elemental Lightning Magic, Thunder Spells, Lightning Elemental Magic, Electromantic Magic, Electromantic Arts, Thunder-Magic, Lightning Spells, Lightning-Based Magic, Electro Magic, Lightning Spell, Lightning Manipulation Magic, Lightning-Magic, 雷魔法, Electrical Magic, Lightning Element Magic, Lightning Spellcraft, Electro-Magic, Lightning Type Magic, Lightning Magics, Lightning Arts, Thunder Spell, Electrical Manipulation Magic, Magic of Lightning, Lightning Based Magic, Lightning Magic, Electric Magic, Electricity Manipulation Magic, Electric Current Magic, Thunderbolt Magic, Electrical Arts, Lightning Mage Arts, Lightning Control Magic, Lightning, Electricity Magic, Electricity Control Magic, Electric Discharge Magic, Lightning-Type Magic, Thunder Arts, Thunder Magic, Electromancy

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <lightning_magic> Definition Lightning Magic is an advanced magic type that generates and manipulates electricity.

    Magic Power

    • Lightning Magic consumes Magic Power when used.
    • It generally requires more Magic Power than basic elemental magic.
    • The caster's Magic Power influences the strength, voltage, and range of the spell.

    Progression Lightning Magic becomes more capable as the skill develops.

    • Lower proficiency allows minor electrical discharges and short-range shocks.
    • Greater proficiency allows lightning bolts and sustained electrical arcs.
    • Higher proficiency allows large-area lightning attacks and electrical storms.

    Combat

    • Lightning attacks travel extremely quickly and are difficult to evade.
    • Stronger attacks can affect multiple targets.

    Status Effect

    • Lightning Magic can inflict Paralysis.
    • Paralysis temporarily restricts the target's physical movement. </lightning_magic>
  43. #43[›] [🔮] Ice Magic

    Keys: Frost Manipulation Magic, Ice Based Magic, Ice Manifestation Magic, Frost Magic, Ice Manipulation Magic, Ice Mage Arts, Ice Type Magic, Ice Element, Ice Magic, Ice Magics, Cryogenic Magic, Cryomantic Magic, Ice Creation Magic, Ice-Magic, Ice Elemental Arts, Cryomantic Arts, Freezing Arts, Ice-Type Magic, Ice Spell, Cryomancy, Magic of Ice, Ice Spells, Elemental Ice Magic, Cold-Based Magic, Frost-Magic, Freezing Magic, Frozen Magic, Cold Magic, Ice Elemental Magic, Freeze Magic, Ice Spellcraft, Frost Arts, Ice-Based Magic, Ice Arts, Ice Element Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <ice_magic> Definition Ice Magic is an advanced magic type that manifests, freezes, and manipulates ice.

    Magic Power

    • Ice Magic consumes Magic Power when used.
    • Greater size, density, and structural stability require more Magic Power.
    • The caster's Magic Power influences the strength, durability, and freezing capability of the spell.

    Rarity

    • Ice Magic is exceptionally rare.
    • It is far less common than the four basic elements.
    • It is primarily associated with powerful magical beings, specialized monsters, and exceptional individuals.

    Functions

    • Can create sharp ice projectiles and large frozen structures.
    • Can produce barriers and other solid formations.
    • Can be used for cooling and preservation by creating ice on demand.

    Progression Ice Magic becomes stronger as the user's capability increases.

    • Greater proficiency allows denser, sharper, and more durable ice.
    • Higher output improves both offensive force and freezing effectiveness. </ice_magic>
  44. #44[›] [🔮] Plant Magic

    Keys: Plant Growth Manipulation, Plant Spells, Flora Manipulation Magic, Plant-Based Magic, Plant Growth Magic, Vegetation Control Magic, Botanical Arts, Plant Mage Arts, Plant Manipulation Magic, Vegetation Magic, Vine Magic, Plant Spellcraft, Plant-Type Magic, Plant Type Magic, Growth Magic, Plant-Magic, Plant Magic, Magical Plant Growth, Botanical Sorcery, Plant Spell, Elven Botanical Magic, Plant Based Magic, Plant Element Magic, Vegetation Manipulation Magic, Botanical Magic, Nature Plant Magic, Plant Magics, Organic Growth Magic, Flora Magic, Magical Plant Manipulation, Botanical Manipulation, Plant Elemental Magic, Plant Arts, Elven Plant Arts, Wood Magic, Plant Control Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <plant_magic> Definition Plant Magic is a specialized magic type unique to Elves that manipulates and accelerates the growth of plants.

    Magic Power

    • Plant Magic consumes Magic Power when used.
    • Greater plant mass, growth speed, and structural density require more Magic Power.
    • The caster's Magic Power influences the growth rate, thickness, and strength of manifested plants.

    Racial Restriction

    • Plant Magic is unique to the Elf race.
    • Humans cannot normally acquire or train it.

    Functions

    • Accelerates the growth of seeds and existing plants.
    • Creates vines and thorny growths to restrain targets.
    • Can manipulate wooden and plant matter.
    • Can create organic barriers and assist movement through forest environments.

    Progression Plant Magic becomes more effective as the user's capability increases.

    • Greater proficiency improves growth speed and plant durability.
    • Higher output strengthens restraints and other manifested plant structures. </plant_magic>
  45. #45[›] [🔮] Space Magic

    Keys: Dimension Magic, Spatial Distortion Magic, Spatial Spells, Spatial Magic, Dimensional Manipulation Magic, Space Element Magic, Space-Time Magic, Dimension Manipulation Magic, Spatial Mage Arts, Space Type Magic, Spatial-Based Magic, Spatial Sorcery, Space-Type Magic, Spatial Control Magic, Space Manipulation, Dimensional Magic, Dimensional Arts, Spatial Manipulation, Space-Based Magic, Spatial Manipulation Magic, Spatial Type Magic, Space Control Magic, Space Distortion Magic, Space Magics, Space Manipulation Magic, Spacetime Magic, Spatial Magics, Space-Magic, Spatial Arts, Spatial Spellcraft, Spatial Spell, Space Spellcraft, Spatial-Magic, Space Magic, Space Spell, Space Mage Arts, Space Arts, Space Spells, Spatial-Type Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <space_magic> Definition Space Magic is an advanced magic type that manipulates space and bypasses physical distance.

    Magic Power

    • Space Magic consumes Magic Power when used.
    • More complex, larger-scale, or longer-distance effects require more Magic Power.

    Rarity

    • Space Magic is exceptionally rare.
    • It is generally limited to highly advanced or unusual individuals.

    Functions

    • Can move objects or living beings across distance without traversing the space between.
    • Can enable instantaneous or long-distance transportation.
    • Can distort or manipulate space within an area.

    Item Box

    • Space-related magic forms the basis of Item Box-type storage.
    • Item Box stores physical objects within a separate spatial storage area. </space_magic>
  46. #46[›] [🔮] Sacred Magic

    Keys: Sacred Type Magic, Purification Arts, Purifying Magic, Sacred Magic, Sacred-Magic, Sacred Magics, 聖魔法, Sacred Spellcraft, Anti-Corruption Arts, Sei Mahō, Sacred Spiritual Arts, Sacred Mage Arts, Anti-Undead Arts, Sacred-Mage-Arts, Sanctification Magic, Sacred Spiritual Magic, Sacred Energy Arts, Consecrated Magic, Spiritual Magic, Sacred Sorcery, Sacred Arts, Anti-Undead Magic, Purification Magic, Seimahō, Spiritual Arts, Sei Maho, Sacred-Type Magic, Anti-Corruption Magic, Sacred Energy Magic, Sacred Spell, Sanctified Magic, Sacred Spells, Sacred Power, Sacred Arts Magic, Sacred Art, Sacred Combat Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <sacred_magic> Definition Sacred Magic is a rare, specialized magic type focused on spiritual power and anti-corruption effects.

    Magic Power

    • Sacred Magic consumes Magic Power when used.
    • Its techniques generally require a high amount of Magic Power.

    Restrictions

    • Cannot normally be learned by ordinary people.
    • Requires special compatibility, divine influence, or an exceptional status.
    • Can be possessed by powerful beings such as legendary beasts and Ancient Dragons.

    Functions

    • Highly effective against Undead, ghosts, and cursed entities.
    • Can interfere with corrupted or spiritually negative beings.
    • Sacred attacks can bypass ordinary physical defenses against suitable targets.

    Weapon Imbuement

    • Sacred Magic can be channeled through physical weapons.
    • Can combine with martial skills such as Sacred Swordsmanship or Sacred Spearmanship. </sacred_magic>
  47. #47[›] [🔮] Barrier Magic

    Keys: Magic Barriers, Barrier Spell, Barrier Creation Magic, Barrier Field Magic, Barrier Based Magic, Barrier Art, Force Field Magic, Barrier Generation Magic, Spatial Barrier Magic, Barrier Type Magic, Barrier-Type Magic, Invisible Shield Magic, Barrier Spells, Magic Defense Field, Protective Barrier Magic, Invisible Barrier Magic, Shielding Magic, Barrier Magic, Shield-Magic, Defensive Field Generator, Magical Shield, Protective Magic, Magical Defense Field, Field Magic, Protective Field Magic, Protective Field, Barrier Magics, Defensive Barrier Magic, Barrier, Barrier-Based Magic, Barrier Mage Arts, Defensive Field Magic, Barrier Arts, Protection Magic, Barrier Field, Magic Barrier, Defensive Magic Barrier, Barrier-Magic, Shield Magic, 結界魔法, Magical Shielding, Force Field, Barrier Spellcraft, Magical Barriers, Magical Barrier

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <barrier_magic> Definition Barrier Magic is a rare support magic type that creates protective defensive fields.

    Magic Power

    • Barrier Magic consumes Magic Power while active.
    • Larger or longer-lasting barriers require more Magic Power.
    • The barrier collapses if the caster can no longer sustain it.

    Rarity

    • Barrier Magic is exceptionally rare.
    • Primarily associated with Demons, Dark Elves, and certain legendary beasts.
    • Ordinary humans generally cannot naturally acquire it.

    Properties

    • Barriers are normally invisible.
    • They can block physical and magical attacks.
    • Their effectiveness depends on the caster's magical and defensive capability.

    Defense

    • Stronger barriers can withstand greater incoming force.
    • Barrier durability is tested against the strength of incoming attacks. </barrier_magic>
  48. #48[›] [🔮] Healing Magic

    Keys: Healing Arts, Recovery-Type Magic, Healing Spellcraft, Restoration Arts, Magical Healing, Healing Magic, Recovery Spells, Curative-Magic, Therapeutic Magic, Healer, Restoration-Magic, Healed, Healing-Magic, Recovery Arts, Restoration Magic, Healing, Regenerative Magic, Restorative Arts, Recovery Spell, Curative Arts, Magical Restoration, Healing Spell, Healing Spells, Magical Treatment, Recovery Magic, Recovery-Magic, Restorative Magic, Magical Cure, Recuperative Magic, Restoration Spellcraft, Curative Magic, Healing Magics, Treatment Magic, Healing Mage Arts, Magical Recovery, Recovery Spellcraft, Healing-Type Magic, Medical Magic, Heal, Heal Magic, Cure Magic, Healing Type Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <healing_magic> Definition Healing Magic is a rare support-oriented magic type focused on biological recovery and status correction.

    Magic Power

    • Healing Magic consumes Magic Power when used.
    • More severe injuries require greater Magic Power.
    • The caster's Magic Power influences the amount and effectiveness of recovery.

    Acquisition

    • Humans require a rare natural affinity for Healing Magic.
    • Human users must receive specialized training through the Church.
    • High-tier monsters and legendary beasts may possess Healing Magic innately.

    Functions

    • Restores HP.
    • Heals wounds and physical injuries.
    • Standard Healing Magic cannot regenerate completely lost limbs.
    • Higher-level recovery can reattach freshly severed tissue.
    • Advanced applications can remove poisons, diseases, and other abnormal conditions.

    Progression Greater capability improves:

    • HP restored per cast.
    • Recovery speed.
    • Effectiveness against severe injuries. </healing_magic>
  49. #49[›] [🔮] Light Magic

    Keys: Light Type Magic, Light-Type Magic, Illumination-Magic, Light Spells, Light Arts, Radiance Arts, Holy Light Magic, Light Projection Magic, Photomancy, Radiant Arts, Photomantic Magic, Pure Light Magic, Photon Magic, Visible Light Magic, 光魔法, Light-Based Magic, Light-Magic, Magic of Light, Photonic Magic, Illumination Magic, Illumination Arts, Luminary Magic, Light Elemental Magic, Light Generation Magic, Light Based Magic, Light Magics, Luminous Magic, Light Mage Arts, Elemental Light Magic, Light Spellcraft, Luminous Arts, Light Manipulation Magic, Radiant Magic, Light Magic, Luminescence Magic, Light Spell, Radiance Magic, Light Element Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <light_magic> Definition Light Magic is an advanced magic type that generates and manipulates light.

    Magic Power

    • Light Magic consumes Magic Power when used.
    • More complex or sustained effects require greater Magic Power.

    Combat

    • Light-based attacks travel at very high speed.
    • Their speed makes them difficult to evade.

    Functions

    • Can generate illumination.
    • Can dispel darkness.
    • Can create stationary sources of light.
    • Offensive use can impair a target's vision.

    Status Effect

    • Light Magic can inflict Blindness.
    • Blindness temporarily reduces the target's vision and accuracy.

    Elemental Interaction

    • Light Magic counters Darkness Magic.
    • Light Resistance can reduce its effects.
    • Light Immunity can nullify its effects. </light_magic>
  50. #50[›] [🔮] Darkness Magic

    Keys: Magic of Shadows, Shadow Magic, Darkness-Magic, Umbral Arts, Dark Energy Magic, Darkness-Based Magic, Darkness Manipulation Magic, 闇魔法, Darkness Type Magic, Shadow Mage Arts, Shadow Arts, Dark Spellcraft, Dark Energy Manipulation, Demonic Magic, Shadow-Magic, Shadow Magics, Darkness Spellcraft, Shadow Control Magic, Darkness-Type Magic, Dark Magic, Umbral Magic, Darkness Mage Arts, Dark Type Magic, Darkness Based Magic, Dark-Energy Magic, Dark Mage Arts, Darkness Arts, Dark Spell, Darkness Magic, Dark-Type Magic, Magic of Darkness, Shadow Manipulation Magic, Dark-Magic, Dark-Based Magic, Darkness Spell, Darkness Spells, Darkness Magics, Shadowmancy Magic, Dark Magics, Dark Spells, Dark Arts, Shadow Spellcraft, Demon Magic, Dark Based Magic, Shadowmancy, Dark Energy Control Magic

    Enabled · Selective · After character · Order 10 · 100%

    Entry settings

    <darkness_magic> Definition Darkness Magic is a rare magic type that manipulates shadows, dark energy, and mental effects.

    Magic Power

    • Darkness Magic consumes Magic Power when used.
    • Greater scale and duration require more Magic Power.
    • The caster's Magic Power influences the strength and duration of its effects.

    Restrictions

    • Darkness Magic is unique to the Demon Race.
    • Humans cannot normally acquire or train it.

    Functions

    • Can bind or restrain targets through shadows.
    • Can conceal the caster using darkness.
    • Can inflict effects such as fear, illusions, and cognitive distortion.

    Counter

    • Darkness Magic is countered by Light Magic.
    • Light-based effects can dispel weaker shadow and concealment effects. </darkness_magic>

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