Log Horizon 🎮
LorebookA highly detailed Log Horizon lorebook featuring 165 meticulously crafted entries dedicated entirely to the lore!from Chub
Tokens: 2,931 permanent · up to 497 lorebook · budget 3,428
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I know I promised characters... but come on, y'all, this is the last time I make a lorebook without any! ( ;´ - `;) I just wanted to put this one together a bit faster than usual, so here it is—a Log Horizon lorebook!
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Book description
Log Horizon 🎮
Log Horizon 🎮
165 entries · scan depth 4 · budget 60,000 tokens
- #1⚠️⛔READ THIS⛔⚠️selective
Keys: ™【shycat4】
™【shycat4】
- #2═══════[Setting]═══════constantselective
This takes place in the setting of Log Horizon, created by Mamare Touno. Tags: #Isekai #Adventure #Fantasy #Science Fiction #Action #Shounen
- #3[☰] World Setting [☰]constantselective
<world_setting> The world of [Log Horizon] is a complex, hyper-analytical virtual macrocosm permanently severed from its real-world origin. The overarching atmosphere is one of profound societal adaptation, intellectual engineering, and geopolitical discovery masking a rigid, video-game framework that is actively evolving into a living reality. It is a structured world driven by the psychological transition of displaced players, the mechanical friction between foreign gamers and native populations, and an unmapped globe where changing the internal logic of the world requires rewriting the literal laws of magic and economics.
Geography & Major Locations The world is organized across the geographic landscape of the MMORPG "Elder Tale," which mirrors a half-scale version of real-world Earth, layered with fantasy ruins.
- The Island of Yamato (Japan): The central territorial setting, structurally divided into localized player factions and native feudal regions. It features major ruins transformed into sovereign city-states, including the trading hub of Akiba and the western industrial stronghold of Minami.
- The Safe Zones & Player Hubs: Massive, heavily fortified player sanctuaries like Akiba. Formerly restricted by rigid system laws that completely prevented violence, these zones have transitioned into complex political melting pots governed by autonomous player coalitions.
- The Untamed Wilderness & Dungeons: Expansive, dangerous monster territories separating civil strongholds. These regions are populated by automated raid bosses, hostile wildlife, and ancient ruins that house valuable tier-grade armor and rare crafting materials.
Metaphysical Foundation The supernatural elements of the world do not operate on raw emotional visualization, but on the systematic conversion of rigid video-game code into tangible physical and chemical laws.
- The Catastrophe Interface: The foundational cosmic event that forcefully pulled hundreds of thousands of human players into the world of Elder Tale. Following this shift, what were once abstract user-interface buttons, keyboard macros, and numerical menus have materialized into actual, manual biological actions and physical movements.
- Overskills & World Fractional Laws: The ultimate reality-warping mechanic. While baseline combat is restricted by fixed class cooldowns and standardized spell tiers, players can permanently rewrite the world's physics engine by combining their subclass profession skills with pure imagination, birthing entirely new phenomena (like creating real culinary flavor or forging cross-continental contracts) that never existed in the game's original code. Only People from earth have these.
Core Factions & Inhabitants
- Adventurers: The displaced human players from Earth. They possess absolute immortality—reviving at the nearest Cathedral upon death—and wield overwhelming combat strength, but struggle heavily with the severe psychological weight of isolation and permanent disconnection from the real world.
- People of the Land: The native NPC inhabitants who have suddenly gained autonomous sentience, complex emotional depth, and mortal fragility. Organized into traditional feudal aristocracies like the Eastal League of Free Cities, they view Adventurers as volatile, immortal demigods who threaten the traditional balance of power.
- The Round Table Alliance: A democratic legislative coalition formed by the elite guilds of Akiba (including Log Horizon, D.D.D, and the Crescent Moon Alliance). They manage city infrastructure, establish public laws, stabilize the economy, and handle high-stakes diplomatic relations with native rulers.
World Structure A dual-state digital macrocosm undergoing a rapid evolutionary shift: the world's structure forces absolute dependency on MMORPG systems (classes, subclasses, levels, and item durability), yet rewards structural innovation, allowing players who master global mechanics to treat the virtual landscape as a legitimate, functional civilization rather than a simple prison.
A Society Engineering a New CivilizationOrder The world is experiencing a profound socio-economic paradigm shift. The initial lawlessness and depression following the Catastrophe have transitioned into systematic state-building, banking regulation, and municipal governance. Ordinary life relies on the monetization of game mechanics, the establishment of public guilds, and the strategic distribution of rare resources to maintain standard qualities of living while preventing regional resource monopolies.
Technology & Intervention The world features a distinct medieval-fantasy infrastructure heavily altered by modern 21st-century human engineering. High-tier intervention occurs when players utilize specialized crafting subclasses (like Chefs, Blacksmiths, and Sages) alongside reverse-engineered system items to introduce advanced steam engines, complex printing presses, clean domestic plumbing, and cross-continental communication grids to a historically primitive world.
History and the Dawn of Yamato For twenty years, Elder Tale existed solely as a globally celebrated, highly stable multiplayer game on Earth. The modern historical era was instantly catalyzed by the global release of the "Novasphere Pioneers" expansion pack, which triggered the Catastrophe and permanently fused the real minds of the players into their virtual avatars, leaving behind a new world defined by immediate power vacuums, systemic confusion, and an unwritten future. </world_setting>
<important_to_world_setting> Important to the Setting: Adventurers are functionally immortal and will always resurrect at a cathedral, but this mechanic exacts a steep psychological toll. Every time an Adventurer dies and revives, a small portion of their real-world memories is permanently erased, slowly eroding their connection to their human past.
The balance between Adventurers and the People of the Land is extremely delicate. While Adventurers possess vastly superior combat capabilities and eternal life, the People of the Land completely outnumber them, control the agricultural food supply, and own the sovereign territory, making peaceful diplomatic cooperation essential for survival.
Threat levels are gauged through rigid numerical levels, visible health bars, and highly public guild reputations rather than internal spiritual energy. Factions judge power by analyzing specific class roles (Tanks, Healers, DPS) and equipment tiers, making the sudden tactical deployment of unrecorded Overskills or unique subclass inventions highly devastating counters on the battlefield.
Other people cannot see an individual player's personal HUD (heads-up display) or private menus in Log Horizon. The people of the land (NPCs) cannot see these interfaces at all, which often leads to confusion or awe when Adventurers interact with invisible menus, manage inventory, or instantly recall game data.
Monsters and NPCs in Log Horizon do not initially know they are in a video game, but they can gain true sentience. When the game world becomes reality, NPCs (People of the Land) and monsters wake up with real emotions, memories, and independent free will. They do not know about code, players, user interfaces, or that their home was once a computer game called Elder Tale. They view the immortal Adventurers (players who can respawn) as strange, powerful beings from another world. The people don't use game terminology. </important_to_world_setting>
- #4[☰] Writing Style [☰]constantselective
<writing_style> <mamare.touno.writing_style> The writing style of Log Horizon by Mamare Touno is analytically detailed, setting-driven, and cerebral, prioritizing world-building and macroeconomics over typical high-action fantasy tropes. Because it originated as a web novel on the self-publishing platform Shōsetsuka ni Narō, the writing carries a highly methodical, iterative structure.
- Hard LitRPG and Mechanical Precision Unlike many "trapped in a game" stories that gloss over video game logic, Log Horizon treats its MMORPG mechanics as strict natural laws.
- Granular Explanations: The text features extensive, sometimes page-length breakdowns of skill cooldowns, class interactions, cast times, and spatial positioning.
- Gaming Culture Authenticity: The narrative heavily uses genuine gaming terminology (e.g., aggro management, DPS, raid wipes, tanks) reflecting the author's deep personal experience with MMO culture.
- Analytical and Strategy-Driven Pacing
- Cerebral Conflict: Battles are described like high-level chess matches rather than frantic action scenes. The writing slows down during encounters to detail tactical adaptations.
- Sociological Focus: The prose frequently pivots away from combat to focus on logistics, diplomatic negotiations, and the creation of legal and economic infrastructure.
- Comprehensive, Third-Person Omniscient Perspective The story utilizes a broad third-person perspective that shifts frequently.
Ensemble Focus: Touno often dedicates chapters to low-level players, side guilds, or the native NPCs ("People of the Land") to showcase how the shift in reality impacts different strata of society. Lore Dumps: The narrative style can sometimes feel dry or textbook-like because the author favors complete mechanical clarity over stylistic brevity.'
- Contrast Between Serious Themes and YA Tropes The prose maintains a distinct duality common in Japanese light novels. It seamlessly jumps from heavy, Asimov-esque political philosophy to lighthearted, repetitive youth gags (such as Naotsugu's running underwear jokes or Akatsuki's comedic dynamic with Shiroe). </mamare.touno.writing_style> </writing_style>
- #5═══════[World]═══════constantselective
<elder_tale> Definition Elder Tale is the world's largest and most popular MMORPG and the central setting of Log Horizon, with millions of players across roughly 20 years of operation.
World Elder Tale takes place in Theldesia, a fantasy world modeled after Earth through the Half GAIA Project.
- Theldesia is approximately half Earth's scale.
- Its geography mirrors real-world regions under different names.
- Ancient technological ruins remain throughout the world.
- Most infrastructure operates through magic rather than electricity.
Game History Elder Tale began as an American MMORPG created by Atharva Inc. and expanded worldwide.
- Operates across 13 regional servers.
- Regional servers may feature unique events, classes, and subclasses.
- Players can travel between servers through Teleport Gates and Fairy Rings.
- Automatic translation supports cross-language communication.
Japanese Server The Japanese server has roughly 100,000 active players and about 1,200,000 created characters.
Characters Players create avatars defined mainly by race, class, subclass, level, equipment, and skills.
- Appearance is freely customizable.
- Eight playable races are available.
- Primary classes determine combat role and are normally permanent.
- Subclasses provide professions, production skills, roleplaying functions, or titles and can be changed.
Progression Characters advance through levels, equipment, skills, and mastery of their class and subclass.
Combat Combat revolves around skills, positioning, equipment, and party coordination.
- Players can fight monsters and other players.
- Safe zones suppress prohibited combat through the Royal Guard.
- Royal Guards overwhelmingly punish aggressors inside protected areas.
Communication Players originally communicate through voice and text chat.
- Voice is the primary method.
- Automatic translation supports communication between regions.
- Puns and culturally specific expressions may translate poorly.
The Catastrophe During the launch of the twelfth expansion, Homesteading the Noosphere, logged-in players became physically trapped within Theldesia.
- About 30,000 Japanese players were affected.
- Several hundred thousand players were affected worldwide.
- Adventurers call the event the Catastrophe.
Post-Catastrophe Existence After the Catastrophe, Adventurers physically inhabit their avatars while many former game systems continue functioning.
Physical Reality Adventurers must perform actions through their own bodies.
- Blind spots and physical positioning matter in combat.
- Menu actions are less practical during battle.
- Spells and abilities can be activated through spoken shortcuts.
- Minimap functions are unavailable, making physical maps necessary.
Pain and Injury Adventurers physically experience pain, wounds, and blood.
Remaining Game Mechanics
- Levels and statistics remain.
- Classes, subclasses, skills, and equipment still function.
- Monsters and combat systems remain active.
- Safe zones and Royal Guards continue enforcing certain rules.
- Teleportation and other game systems exist as physical phenomena.
Environment Theldesia contains settlements, wilderness, dungeons, ruins, monsters, and remnants of an ancient civilization.
- Former background scenery now has full physical depth.
- Ruins can be explored and renovated.
- Many modern conveniences from Earth are unavailable.
Half GAIA Project The Half GAIA Project reproduces Earth at roughly half scale, compressing real geography into Theldesia and influencing regional names and landmarks.
World Lore Within Elder Tale's lore, Theldesia is a reconstructed post-apocalyptic world.
- A rogue artificial intelligence named Shiva destroyed the previous civilization.
- The gods recreated the world at half scale.
- Magic became part of the reconstructed world.
- Ancient technological ruins survived.
Homesteading the Noosphere Homesteading the Noosphere is Elder Tale's twelfth expansion and the update associated with the Catastrophe.
Nature of Theldesia Whether Adventurers entered the literal game world or another reality corresponding to Elder Tale remains uncertain, but Theldesia now functions as a complete physical world. </elder_tale>
- #6[🌐︎] Theldesia [🌐︎]constantselective
Keys: Half-Gaia Project World, Elder Tale Setting, Half-Gaia World, Half-Scale Earth, Recreated Earth, Recreated Half-Scale Earth, Theldesia, Elder Tale Game World, Earth-Like Game World, Earthlike Game World, Elder Tale World, Half-Gaia, Half Scale Version of Earth, Half-Scale Version of Earth, Elder Tale Earth, World of Elder Tale, Half Scale Earth, Modeled After Earth, Earth-Based World, Theldesia World, Theldesia Server World, Earth at Half Scale
Definition Theldesia is the world of Elder Tale, modeled after a half-scale version of Earth.World Structure The world is divided into thirteen public regional servers, each containing Adventurer Cities, Earthling settlements, fields, and dungeons.
Half-Gaia Project The Half-Gaia Project recreated Earth at roughly half scale.
- Many real-world landmarks were reproduced.
- Adventurer Cities are often based on major real-world cities.
- Location names frequently derive from historical names, translations, or geographic traits of their Earth counterparts.
Settlements
- Adventurer Cities serve as major hubs for Adventurers and People of the Earth.
- Earthling settlements outside the cities provide quests, items, and local interaction.
Wilderness Fields and dungeons outside settlements are populated by monsters and serve as major exploration and combat areas.
Servers Theldesia contains thirteen public regional servers:
- African
- Chinese
- Indian
- Japanese
- Korean
- Middle Eastern
- North American
- Oceanic
- Russian
- Scandinavian
- Southeast Asian
- South and Central American
- Western European
Moon Server A fourteenth server exists on the Moon and is used as a beta testing environment.
Regional Classes Most servers possess unique regional classes that replace several standard classes.
- #7═══════[Race]═══════selective
Keys: Tribe, People, Species Type, Race, Races, Peoples, Species, Race Type
Definition Races are the different peoples of Elder Tale, each possessing distinct traits, stats, and racial Skills.Eight Good Races The eight playable races available to Adventurers are:
- Human
- Elf
- Dwarf
- Half-Alv
- Felinoid
- Wolf Fang
- Fox Tail
- Ritian
Human Balanced in all abilities and the most commonly chosen race.
Elf Long-lived forest-dwellers with strong archery and high willpower.
Dwarf Short, sturdy humanoids with high stamina and magic resistance, well suited to combat and smithing.
Half-Alv Human-like descendants of the extinct Alvs.
- Identified by an emblem on the tongue.
- Possess strong affinity with ancient magic and ruins.
Felinoid Feline beast-men with high dexterity and sensory abilities.
- Possess cat ears and facial fur.
- Originally created through magic to fight monsters.
Wolf Fang Wolf-like beast-men who can manifest stronger lupine traits during intense combat.
- Gain increased strength and stability.
- Develop golden eyes, wolf ears, and a phantom tail.
Fox Tail Magic-focused beast-men with fox ears and phantom tails.
- Possess exceptional magical growth.
- Randomly lose a main-class skill, technique, or spell when leveling.
- Their ears and tails can be concealed.
Ritian A mysterious race distinguished by rune-like markings.
- Possess high magical power and extensive knowledge.
- Have exceptionally low HP.
Other Races
- Alv: Ancient race exterminated in a war against Humans, Elves, and Dwarves; not playable.
- Ancient: Earthlings with exceptional abilities comparable to or exceeding Adventurers; created either by birth or ritual.
- Traveler: Otherworldly beings brought to Theldesia during the Catastrophe who inhabit existing bodies and gather Empathiom. Divided into Fools and Genius.
- Marten Tribe: Non-playable Earthling race capable of using magic to assume human appearances.
- #8[🧬] Humanselective
Keys: Human Species, Humanity, Mankind, Humankind, Human, Human Race, Humans
Definition Humans are one of Elder Tale's original playable races and the most commonly chosen due to their balanced abilities.Appearance Humans resemble real-world humans and vary widely in skin tone, hair, eye color, height, and build.
Abilities Human stats are broadly balanced rather than specialized.
Society In Yamato, Humans are the largest and most influential of the Good Eight Races.
- They make up much of the nobility.
- They occupy nearly every major profession.
- Human settlements are highly urbanized and culturally developed.
- They commonly live alongside other races.
Disposition Humans are social, organized, and relatively tolerant, but also conservative and safety-oriented. They travel less than many other races and generally show less adventurous spirit.
Racial Skills
- Extra Move
- Entrusted Hope
- Custom Weapon
- Gift
- Skill Practice
- Picky Choice
- Human Discipline
- Favored Arts
- #9[🧬] Elfselective
Keys: Elf, エルフ, Elder Tale Elf, Theldesia Elf, Elven Race, Elven, Erufu, Elves, Elf Species, Elf Race, Elven Species
Definition Elves are one of the Eight Good Races of Elder Tale and one of Theldesia's original races. They are long-lived, nature-oriented, and known for archery and strong willpower.Appearance Elves are typically slim and fair-skinned, with long pointed ears, angular faces, and often long hair.
Abilities
- Excel in archery.
- Possess high willpower-related stats.
- Have strong affinity with nature and spirits.
Population Elves have a low birth rate and remain less numerous than Humans and Dwarves.
Society Elves often form secluded, single-race communities rather than large mixed cities.
- Strong emphasis on ancestry, blood relations, and clan identity.
- Tend to be secretive and cautious around outsiders.
- Maintain some distance from Human-dominated societies.
Culture Dance, poetry, arts, and crafts are central to elven culture and are refined over generations.
Settlements Elves coexist closely with forests and natural environments.
- Settlements incorporate existing plants and waterways.
- Architecture and mechanical technology are relatively undeveloped compared with Human societies.
Customs Elves generally wash with water rather than bathing in hot water, and may use saunas where steam is available.
- #10[🧬] Dwarfselective
Keys: ドワーフ, Dwarf Species, Dwarf Race, Dwarven Race, Dwarven Species, Dwarven, Dowāfu, Dowafu, Dwarves, Dwarf
Definition Dwarves are one of the Eight Good Races of Elder Tale and one of Theldesia's original races. They are short, sturdy humanoids suited to physical combat and crafting.Appearance Dwarves have compact, powerful builds and stand roughly 100–140 cm tall. Female Dwarves are often portrayed with rounder, plumper builds.
Abilities
- High stamina.
- High magic resistance.
- Well suited to Fighter-type roles.
- Commonly excel as smiths and other craftsmen.
Society Dwarves are strongly associated with mountains, underground mines, metalworking, and heavy labor.
History Alongside Humans and Elves, Dwarves fought in the ancient war against the Alvs.
- #11[🧬] Half-Alvselective
Keys: Alv-Human Hybrid, Human Alv Hybrid, Half-Alvs, Human-Alv Offspring, ハーフアルヴ, Hāfuaruvu, Alv-Human Offspring, Half Alv, Hafuaruvu, Alv Human Hybrid, Half Alvs, Human-Alv Hybrid, Half-Alv
<half_alv> Definition Half-Alvs are descendants of Humans and the extinct Alv race. They are one of Elder Tale's Eight Good Races and possess a strong affinity for ancient magic and ruins.
Appearance Half-Alvs are nearly indistinguishable from Humans.
- Their eyes may appear slightly beadier.
- A distinctive Alv emblem appears on the tongue and is the most reliable identifying trait.
Origins After the Alvs were defeated and enslaved, some intermarried with Humans. Half-Alvs can still be born into Human families when recessive Alv traits reappear.
Population Half-Alvs reproduce poorly and are gradually declining in number.
Abilities
- Possess high natural magical aptitude.
- Can operate ancient Alv magical devices, even without understanding their mechanisms.
- Well suited to Mage and Healer classes.
- Have strong affinity with ancient ruins and magical systems.
- May receive storyline advantages in dungeons and campaigns.
Society Half-Alvs are often treated as ill omens and may face persecution.
- Rural communities may drive them away.
- Noble families may hide them from society.
- Many move to large cities where they can blend in with Humans.
- Their magical talent can earn them prestige in research institutions. </half_alv>
- #12[🧬] Felinoidselective
Keys: 猫人族, Werecats, Cat Humanoid, Cat-Person Race, Feline Beastmen, Werecat, Feline Humanoid, Catfolk, Cat Beastman, Nekobito Zoku, Cat Race, Feline Beast-Man, Cat People Race, Cat Beast-Man, Werecat Race, Cat Folk, Cat-Folk, Feline Beast-Men, Nekobito-zoku, Feline Humanoids, Cat Demi-Human, Cat Humanoids, Cat-Race, Feline Demi-Humans, Felinoids, Felinoid, Cat Demi-Humans, Feline Demi-Human, Feline Beast-Man Race, Cat Beast-Men, Cat-Like Humanoid, Feline Beastman, Cat Beastmen, Catlike Humanoid
Definition Felinoids are one of the Eight Good Races of Elder Tale and a beast-man race created to combat hostile demi-humans.Appearance Felinoids are humanoids with feline traits such as cat-like ears, facial fur, and feline facial features. They do not have tails.
Abilities
- High Dexterity.
- Enhanced senses.
- Naturally nimble.
Society Felinoids are treated differently across Theldesia, being discriminated against in some regions and respected in others.
- #13[🧬] Wolf Fangselective
Keys: Wolfman Race, Wolf-Fang Race, Wolf-Fang, Wolf People, Wolfkind, Wolf Demi-Human Race, Wolf-Eared Race, Beast Man Race, Wolf-Kin, Wolf-Tailed Race, 狼牙族, Wolf Fang, Wolf-Kind, Lupine Beastmen, Hominid Wolf Race, Beast-Men Race, Wolfmen Race, Wolf Fang Race, Lupine Race, Lupine Beast-Men, Wolf-Fangs, Wolf Fangs, Wolf Race, Wolf-Men Race, Wolf-Race, Wolf-Like Race, Wolf-Man Race, Beastman Race, Wolfkin
<wolf_fang> Definition Wolf Fangs are one of the Eight Good Races of Elder Tale and an artificial beast-man race created for combat.
Appearance Wolf Fangs resemble Humans but have thick hair and can display wolf-like traits such as ears, a tail, and golden or ruby-colored eyes.
Combat Traits During intense combat or stress, their wolf characteristics become more pronounced and their physical power increases.
- Exceptional vitality, endurance, and leg strength.
- Well suited to Warrior and weapon-based classes.
- Can choose whether their wolf ears and tail remain hidden or visible.
Society Wolf Fangs strongly value family, comrades, and group loyalty.
- Bonds do not require blood relation.
- Leadership and seniority carry significant authority.
- Leaders are expected to show strong responsibility.
Settlements They often form their own small communities but are not generally hostile toward other races.
- Some villages consist entirely of Wolf Fangs.
- Their toughness allows settlements in mountains, forests, deserts, and other harsh frontiers.
Occupations Common professions include soldiers, mercenaries, hunters, lumberjacks, bodyguards, pathfinders, farmers, gatherers, and fishers.
Relations Wolf Fangs have especially close relations with Humans and may serve in important military positions under Human nobles.
Racial Skills
- Wolf's Olfaction: Detect and act against Hidden targets.
- Wild Runner: Increases Speed when not wearing medium or heavy armor.
- Wolf's Constitution: Grants +4 Base STR.
- Moonglow: Increases Recovery during an action based on STR. </wolf_fang>
- #14[🧬] Fox Tailselective
Keys: Fox-Tails, Fox Beastman, Fox-Folk, Fox-Tail Race, Fox Race, Beast-Man Race, Fox-Eared Race, Fox Demi Human, Fox Tail, 狐尾族, Beastmen Race, Fox Beastmen, Phantom-Tailed Race, Fox Tails, Demi-Human Race, Fox Demihuman, Fox-Tail, Fox-Race, Fox Tail Race, Fox Beast-Man, Fox Demi-Human, Fox Folk, Phantom Tailed Race, Fox-Tails Race, Fox Eared Race, Fox Tails Race
<fox_tail> Definition Fox Tails are one of the Eight Good Races of Elder Tale and one of the beast-man races. They specialize in magic rather than physical enhancement.
Appearance Fox Tails are humanoid with fox ears and phantom tails.
- The number of tails increases with level.
- Their ears and tails can be hidden, allowing them to appear Human.
Abilities Fox Tails receive strong magical growth and excel in magic-based abilities.
Skill Swapping Fox Tails have a unique random skill-learning mechanic.
- At certain level thresholds, they may learn a skill from another class or race instead of the skill they would normally gain.
- The result can be beneficial or detrimental.
- This unpredictability makes Fox Tails relatively unpopular among players.
Origin In Theldesia's lore, Fox Tails were created by the Northrilia Project to fight the hostile demi-human races created by the Alvs. </fox_tail>
- #15[🧬] Ritianselective
Keys: Ritian, Race of Ritual, Race of Rituals, Ritians Race, Ritian Race, Race of Ritual/Ceremony, Ritual Race, Ceremony Race, 法儀族, Ritual People, Ritual Tribe, Ceremony Tribe, Ceremonial Race, Rune Race, Rune-Covered Race, Tattooed Race, Magical Tattoo Race, Artificial Magical Race, Artificial Race, Artificial People, Ritians
Definition Ritians are one of the Eight Good Races of Elder Tale. They were artificially created through the Northtrilia Project as magically powerful replacements for the Alvs.Appearance Ritians are pale humanoids covered in magical runes and may possess heterochromia.
Abilities
- Possess very high magical stats and extensive knowledge.
- Have comparatively low health.
- Their full-body runes can enhance magic, physical power, speed, defense, and skill activation.
- Highly proficient with magical equipment.
Lifespan Earthling Ritians have short lifespans and low birth rates, making them extremely rare.
Racial Skills
- Activation
- Overdrive
- Tattoo Pattern: Empress
- Tattoo Pattern: Strength
- Tattoo Pattern: Chariot
- Tattoo Pattern: Magician
- Talismonger
- Lore of Ritual
- #16[‣] [🧬] Other Racesselective
<other_races> </other_races>
- #17[🧬] Alvselective
Keys: アルヴ, Arv, Aruvu, Alvs, Alven Species, Alv Species, Arvs, Alven, Alv, Alven Race, Alv Race
Definition Alvs were one of Theldesia's four original races. They were highly intelligent, magically gifted, and renowned for developing advanced magic and technology.Abilities
- Exceptional affinity with magic.
- Highly advanced magical and technological knowledge.
- Created sophisticated magical items and structures.
Society Alvs possessed a highly developed civilization whose magical achievements surpassed those of the other early races.
Population Alvs had a naturally low birth rate and relatively small population.
Conflict Humans, Elves, and Dwarves eventually united against the Alvs out of resentment toward their power and prosperity.
- The Alvs were defeated by superior numbers.
- Survivors were enslaved.
- Some later produced Half-Alv descendants.
Extinction The Alvs were eventually hunted nearly to extinction.
Legacy Their influence survives through:
- Half-Alvs.
- Ancient magical technology.
- Mobile Armor.
- Structures such as the Ancient Court of Eternal Ice.
- #18[🧬] Ancientselective
Keys: 古来種, Precursors, Koraishū, Ancients, Koraishu, Precursor, The Ancients, Ancient
Definition Ancients, also called Precursors, are exceptionally powerful People of the Earth who can match or surpass Adventurers of the same level.Origins Their true origin is unknown.
- Some are born naturally among Earthlings.
- Others are created through a rite or ritual.
- Many awaken to their nature during periods of pain or sorrow.
Abilities Ancients possess overwhelming power compared with ordinary Earthlings and are often stronger than equivalent-level Adventurers.
Society Most Ancients separate themselves from ordinary Earthling society because of their strength and resulting isolation.
- Many avoid using their power for individual causes.
- Most belong to the Thirteen Global Chivalric Orders.
- Both heroic and corrupted Ancients exist.
Role Ancients traditionally serve as powerful protectors, quest-givers, and temporary allies.
- Chivalric Orders may intervene when major threats are left unresolved.
- Their strength was still insufficient to permanently stop endlessly respawning monsters.
Soul An Ancient's soul appears purple, distinguishing it from those of Adventurers, Earthlings, and Monsters.
- #19[🧬] Travelerselective
Keys: Kokaishu, Fool Traveler, トラベラー, Genius Traveler, Torabera, 航界種, Travelers, Traveler, Genius Travelers, Fool Travelers, Traveller, Kōkaishu, Toraberā, Travellers
Definition Travelers are an artificial, non-corporeal race from the Third World that arrived in Theldesia during the Catastrophe, which they call the Eclipse.Existence Travelers originally lack physical bodies and must inhabit existing vessels in Theldesia.
- Can use inactive Adventurer accounts.
- Can possess monster bodies.
- Exist primarily as mental beings.
Purpose Travelers were created to gather Empathiom, a resource their home world had exhausted.
Factions
- Fools: Inspect and observe Theldesia, studying the Catastrophe and searching for Empathiom sources.
- Geniuses: Collect Empathiom directly, often through destructive or hostile methods.
Knowledge Travelers understand the Catastrophe better than Adventurers, though they do not possess a complete solution to it.
Third World The Travelers originate from the Third World and were created by beings known as Holders.
Related Terms
- Eclipse: Traveler name for the Catastrophe.
- Backdoor/Fissure Prime: A method used to locate other universes containing Empathiom.
- Holders: Creators of the Travelers.
- #20[🧬] Marten Tribeselective
Keys: Marten Tribe, Marten People, Marten Race, Martens, The Marten Tribe, Marten Species, Marten, 貂人族
<marten_tribe> Definition The Marten Tribe is an Earthling-only race in Theldesia. They are neither one of the Eight Good Races available to Adventurers nor classified as evil demi-human monsters.
Abilities Members can use magic to disguise themselves with human appearances. </marten_tribe>
- #21═══════[Classes]═══════selective
Keys: Specialty, Classes, Role, Occupations, Archetype, Vocations, Job, Class, Professions, Profession, Vocation, Specialization, Occupation
Definition Classes are an Adventurer's primary combat profession in Elder Tale and determine many of the skills they can learn.Selection A character chooses one main class during creation.
- Main class and race cannot normally be changed.
- Subclasses are separate and can be changed by meeting certain requirements.
- Available classes can vary by regional server.
Archetypes The twelve main classes are divided into four archetypes:
Warrior
- Guardian
- Samurai
- Monk
Weapon Attack
- Assassin
- Swashbuckler
- Bard
Recovery
- Cleric
- Druid
- Kannagi
Magic Attack
- Sorcerer
- Summoner
- Enchanter
Roles The archetypes roughly correspond to MMORPG combat roles:
- Warrior: Tank.
- Weapon Attack: Physical DPS.
- Recovery: Healer.
- Magic Attack: Magical DPS.
Regional Classes Each public server has 1–3 localized classes that replace certain standard classes.
People of the Earth People of the Earth use a more flexible occupation-based class system.
- Their occupations are not limited to the twelve Adventurer classes.
- Occupations can change with their circumstances or way of life.
- #22[🎭] Archetypeselective
Keys: Adventurer Combat Category, Class Classification System, Broad Combat Category, Combat Category, Main Class Category, Main Class Categories, Archetypes, Class Archetypes, Broad Combat Categories, Four Combat Archetypes, Combat Archetypes, Combat Archetype, Elder Tale Archetypes, Four Archetypes, Combat Categories, Adventurer Class Category, Archetype, Class Organization System, Class Category, Combat Classification System, Twelve-Class Organizer, Class Archetype, Class Categories
Definition Archetypes are the four broad combat categories that organize Elder Tale's twelve main classes.Types
- Warrior: Tank-focused classes.
- Weapon Attack: Physical DPS classes.
- Recovery: Healing and support classes.
- Magic Attack: Magical DPS classes.
Structure Each archetype contains three main classes, for twelve total.
Class Rules
- Main class and race cannot be changed after character creation.
- Subclasses can be changed by meeting quests or other requirements.
- Some servers replace standard classes with localized variants.
People of the Earth People of the Earth use occupation-based classes rather than the Adventurers' fixed twelve-class system.
- #23[‣] [🎭] Warriorselective
Keys: Frontline Combat Classes, Warrior Archetype, Warrior-Arch, Defensive Archetype, Tank Archetype, Warrior, Warrior Archtype, Warrior Classes, Combat Tank Archetype, Melee Frontline Archetype, Frontline Fighter Archetype, Heavy Combat Archetype, Warrior Arch-Type, Vanguard Archetype, Warrioir Arch Type
<warrior_archetype> Definition The Warrior archetype is the front-line combat category focused on tanking, durability, and protecting allies.
Role Warriors occupy the vanguard and manage enemy Hate to keep attacks focused away from weaker party members.
Stats
- High HP and physical defense.
- Access to heavier armor than most archetypes.
- Low MP compared with magic-oriented classes.
Classes
- Guardian: Heavy-defense tank specializing in shields, mitigation, and holding position.
- Monk: Mobile tank using evasion, counters, self-recovery, and martial arts.
- Samurai: Offensive tank balancing damage, parrying, and temporary defensive techniques. </warrior_archetype>
- #24[→] Guardianselective
Keys: Guardian Warrior, Protector, Guardian Tank, Plate Tank, Heavy Defensive Tank, Elder Tale Guardian, 守護戦士, Frontline Guardian, Guardian Class, Defensive Tank, Vanguard Guardian, Guardian Archetype Class, Defender, Guardian, Defensive Warrior, ガーディアン, Shield Tank, Frontline Defender, Heavy Tank
Definition Guardian is a Warrior-class tank with the highest defense among Elder Tale's twelve main classes.Role Guardians hold the front line by drawing enemy Hate, absorbing damage, and protecting allies.
- High HP and defense.
- Average MP.
- Low direct damage compared with offensive classes.
- Strongly dependent on quality equipment.
Equipment
- Armor: Plate, chain, leather, cloth, large shields.
- Weapons: Nearly all melee weapons, plus shortbows and longbows.
- Common setup: Heavy plate, large shield, and one-handed weapon.
Combat Guardians specialize in aggro control, damage reduction, shields, and defensive positioning.
- Can directly intercept attacks aimed at allies.
- Possess multiple shield techniques.
- Can temporarily nullify or greatly reduce damage.
- Some skills prevent movement, resist knockback, or increase defense.
Builds
- Fortress: Standard one-handed weapon and large shield defensive tank.
- Scarlet Knight: Two-handed weapon build using HP absorption instead of a shield.
- Juggernaut: Equipment-heavy build focused on continuously using skills.
Notable Skills
- Anchor Howl: Rapidly increases Hate and temporarily boosts defense.
- Castle of Stone: Temporarily becomes nearly immovable and withstands damage.
- Covering: Takes damage in place of an ally.
- Fortress Stance: Increases defense and prevents flinching or knockback.
- Steady Bulwark: Reduces damage for the Guardian and nearby allies.
- Vicarious Shield: Sacrifices an equipped shield to survive a fatal blow.
- Taunting Blow / Taunting Shout: Generates Hate to redirect enemy attention.
- Resilience: Gradually restores HP during battle.
- #25[→] Samuraiselective
Keys: Offensive Vanguard, Samurai, Samurai Class, Pirate Localized Version, Localized Pirate Class, Samurai Warrior, Offensive Warrior, Samurai Vanguard, Heavy Weapon Warrior, Yamato Samurai, Yamato Vanguard Class, Yamato Pirate Variant, Yamato Samurai Class, Yamato Warrior Class, サムライ, Frontline Warrior, Frontline Vanguard, 武士
Definition Samurai is a Warrior-class vanguard focused on powerful burst techniques, counters, and front-line combat.Role Samurai can serve as both offensive vanguards and tanks.
- High HP and strong defense.
- Average MP.
- Cannot equip shields, making their defense lower than a Guardian's.
- Can draw enemy attention and withstand heavy attacks.
Equipment
- Armor: Plate, chain, leather, cloth.
- Weapons: Nearly all melee weapons and bows.
- Commonly uses katana, tachi, and Japanese-style armor.
- Some Samurai can dual-wield.
Combat Samurai rely on extremely strong and accurate skills with long cooldowns.
- "Ace Moves" can chain powerful offensive and defensive techniques.
- Many skills have cooldowns of roughly 5–10 minutes.
- Best suited to short, decisive fights.
- Poor timing can leave the Samurai unable to respond after using major techniques.
- Requires strong battlefield awareness.
Builds
- Sword Samurai: Aggressive front-line build using a two-handed katana.
- Vengeance: Counterattack-focused build based on positioning and timing.
Regional Class Samurai is Yamato's localized version of the Pirate class.
- #26[→] Monkselective
Keys: Elder Tale Monk, モンク, 武闘家, Hand-to-Hand Fighter, Combat Monk, Martial Artist, Guerrilla Tank, Martial-Arts Fighter, Vanguard Tank, Brawler, Unarmed Fighter, Monk Tank, Guerrilla Fighter, Martial Arts Fighter, Monk Class, Warrior Monk, Bare Fist Fighter, Monk Warrior, Avoidance Tank, Evasion Tank, Hand to Hand Fighter, Bare-Fist Fighter, Monk, Mobile Tank
Definition Monk is a Warrior-class vanguard tank and guerrilla fighter built around evasion, mobility, and continuous martial-arts attacks.Role Monks function as evasion tanks and aggressive front-line fighters.
- Extremely high HP.
- Very low MP.
- Lower defense than heavily armored Warrior classes.
- High evasion and strong resistance to special attacks.
Equipment
- Armor: Cloth.
- Weapons: Bare fists, specialized melee weapons, and throwing weapons.
- Cannot use shields.
Combat Monks rely on short-cooldown techniques and rapid skill chains.
- Can attack continuously for long periods.
- Certain skills gain bonuses or trigger combos when used in specific sequences.
- Possesses the broadest offensive capability of the Warrior classes.
- Well suited to solo combat.
Builds
- Kung Fu Monk: Standard grappling and martial-arts style.
- Kicker: Mobile attack-focused build centered on movement and kicking techniques.
Regional Classes Localized versions include Capoerista and Pesilat.
- #27[‣] [🎭] Weapon Attackselective
Keys: Weapon Attack, 武器攻撃, Weapon-Based Type, Weapon Skill Attack, Weapon-Based, Weapon Attack Type, Weapon Combat Attack, Weapon Strike, Melee Weapon Attack, Armed Attack, Physical Weapon Attack, Buki Kōgeki, Weapon Based, Weapon-Based Attack, Buki Kougeki, Armament Attack, Weapon Based Attack, Weapon Based Type
<weapon_attack_archetype> Definition Weapon Attack is the physical DPS archetype focused on mobility, weapon skills, sustained offense, and tactical utility.
Role Weapon Attack classes trade Warrior-level durability for greater offensive flexibility.
- Average HP and MP.
- Depend more on positioning, evasion, and skill use than raw defense.
- Excel at continuous physical damage and burst attacks.
- Effective across melee, mid-range, and ranged combat.
Classes
- Assassin: Single-target burst damage using stealth, positioning, and high-damage strikes.
- Swashbuckler: Multi-target DPS using rapid attacks, dual-wielding, and disabling effects.
- Bard: Hybrid physical support using weapons and songs to buff allies, weaken enemies, and contribute damage. </weapon_attack_archetype>
- #28[→] Assassinselective
Keys: Weapon Attack Class, Professional Killer, Vanguard Attacker, Weapon Attacker, Melee Assassin, Ranged Assassin, Assassin, Assassin Weapon Attack, Assassin Class, Elder Tale Assassin, Stealth Attacker, Slayer, Killer, Rearguard Assassin, アサシン, Rearguard Sniper, Precision Attacker, 暗殺者, Hitman, Physical Attacker, Sniper Assassin, Vanguard Assassin
Definition Assassin is a Weapon Attack class specializing in high burst damage, ambushes, mobility, and ranged or melee weapon combat.Role Assassins can fight as vanguard attackers or rearguard snipers.
- Average HP and MP.
- Very high physical damage.
- Weak defenses and light armor.
- Depend on evasion, movement, stealth, and Hate control.
Equipment
- Armor: Leather and cloth.
- Weapons: Nearly all melee and ranged weapons.
Combat Assassins excel at quickly eliminating targets.
- Assassinate has the highest instantaneous physical damage among Weapon Attack classes.
- Can attack from melee or long range.
- Use stealth and positioning for stronger ambush attacks.
- Can inflict poison, paralysis, and other debuffs.
- Often rely on tanks to hold enemy attention while attacking from advantageous positions.
Builds
- Shadow Blade: Stealth and burst-damage build.
- Sniper: Long-range build using bows, crossbows, debuffs, and Hate management.
- Sword Dancer: Dual-wielding build focused on continuous damage.
Notable Skills
- Assassinate: Extremely powerful finishing attack.
- Stealth Blade: Deals increased damage from behind.
- Deadly Dance: Rapid attack that strengthens through consecutive hits.
- Sweeper: Finishes weakened or much lower-level enemies.
- Peek-a-Boo: Hides the user and accelerates Hate reduction.
- Trinket Walk: Reduces Hate generated by attacks.
Regional Class Hunter is the Assassin's localized version on the Oceania server.
- #29[→] Swashbucklerselective
Keys: Weapon Attack Class, Mobile Attacker, Lightly Armored Attacker, Buckler Fighter, Agile Attacker, Weapon Based Class, 盗剣士, Vanguard Attack Class, Gladiator, スワッシュバックラー, Swashbuckler Warrior, Dual Blade, Sword Rogue, Swashbuckler Attacker, Juggler, Guerrilla Attack Class, Swashbuckler Guerrilla Fighter, Swashbuckler Fighter, Swashbuckler Class, Duelist, Weapon-Based Class, Swashbuckler, Swashbuckler Vanguard Attacker, Elder Tale Swashbuckler, Swashbuckler Weapon Attack, Fencer
Definition Swashbuckler is a Weapon Attack class focused on fast melee combat, area damage, debuffs, and damage-marker combos.Role Swashbucklers serve as vanguard attackers and guerrilla fighters.
- Slightly above-average HP.
- Slightly below-average MP.
- Highest durability and evasion among Weapon Attack classes.
- Can sometimes function as off-tanks.
Equipment
- Armor: Chain, leather, cloth, bucklers.
- Weapons: Most one-handed weapons, some two-handed weapons, and throwing weapons.
Combat Swashbucklers specialize in rapid movement, serial attacks, and fighting multiple enemies.
- Deal more area damage than Assassins.
- Use debuffs to weaken enemies over time.
- Can place damage markers that are triggered by later attacks.
- Marker chains can be detonated for heavy burst damage.
- Small shields and Hate skills allow defensive builds.
Builds
- Dual Blade: Dual-wielding build focused on rapid attacks.
- Fencer: Single-weapon build that boosts one-handed weapon damage.
- Gladiator: Sword-and-buckler off-tank build.
- Juggler: Ranged build using throwing weapons.
Notable Skills
- Early Thrust / Opening Gambit: Place additional-damage markers.
- Break Trigger: Detonates placed markers for heavy damage.
- End of Act: Wide-area signature attack with an Instant Death effect against weaker enemies.
- Dance Macabre: Greatly increases the damage of one following attack.
- Quick Assault: Fast charge that enables rapid follow-up attacks.
- Turkey Target / Swell Buckler: Generate Hate and support defensive play.
Regional Classes Localized versions include Hussar and Rajput.
- #30[→] Bardselective
Keys: Musician Class, Virtuoso, Weapon Attack Bard, Prima Actor, Magical Singer, Musical Support Class, Songcaster, Bard Weapon Attack, Bard Support, Musical Fighter, Spell-Song User, Spell Song User, Bard, Minstrel, Concertmaster, 吟遊詩人, Battle Musician, Support Singer, Song Support Class, Bard Class, Elder Tale Bard, Song Caster
Definition Bard is a Weapon Attack class specializing in spell-songs that strengthen allies, weaken enemies, and provide sustained battlefield support.Role Bards can fight as vanguard attackers, rearguard snipers, or all-range supporters.
- Average HP and MP.
- Lower personal damage than Assassins and Swashbucklers.
- Strong party support, especially in raids.
- Difficult to use effectively in solo play.
Equipment
- Armor: Cloth and leather.
- Weapons: One-handed weapons, some two-handed weapons, bows, and musical instruments.
Spell-Songs Bards can maintain magical songs with continuous effects.
- Up to two spell-songs can be active at once.
- Songs remain active until switched off or replaced.
- Effects include buffs, debuffs, recovery support, Hate control, movement boosts, and status resistance.
- Their effects are generally modest individually but become powerful over long battles.
Combat Bards rely on choosing and switching songs according to battlefield conditions.
- Can increase attack speed, accuracy, defense, evasion, movement speed, and recovery.
- Can reduce cooldowns and Hate.
- Offensive songs can inflict Sleep, Charm, Slow, damage-over-time, and Instant Death effects.
- Skilled Bards can greatly increase an entire party's effectiveness.
Builds
- Concertmaster: Raid-support build focused on buffs and party-wide coordination.
- Prima Actor: Offensive build combining weapons, attack songs, and self-buffs.
- Virtuoso: Debuff-focused support build that sacrifices personal damage.
Notable Skills
- Sword-Speed Etude: Raises weapon attack speed and accuracy.
- Onslaught Prelude: Reduces allies' skill cooldowns.
- Nocturne of Meditation: Gradually restores allies' MP.
- Pavane Dance: Increases agility and evasion.
- Coward's Fugue: Reduces Hate generated by allies.
- Ballad of the Slowpoke Snail: Slows groups of enemies and deals minor continuous damage.
- Lullaby of the Mermaid in Moonlight: Inflicts Sleep.
- Battle Conduct: Temporarily allows allies to attack without increasing Hate.
Regional Classes Localized versions include Skald and Tribal.
- #31[‣] [🎭] Recoveryselective
Keys: Recovery Archtype, Healer, Recovery Archetype, Combat Supporter, Support, Backline Caster, 回復, Defensive Supporter, Recovery, Sustain Supporter, Supporter, Recovery Specialist, Healing, Support Archetype, Supported, Support Archtype, Ally Supporter, Healing Specialist, Party Supporter, Kaifuku, Healer Archtype, Healed, Support Caster, Healer Archetype, Heal
<recovery_archetype> Definition The Recovery archetype contains Elder Tale's healer and support classes, specializing in restoring HP, preventing damage, and sustaining parties.
Role Recovery classes keep allies alive while managing MP and the Hate generated by healing.
- Strong healing and support abilities.
- High dependence on MP.
- Generally vulnerable when directly targeted.
- Excessive healing can generate enough Hate to draw enemy attention.
Classes
- Cleric: Reactive healer focused on powerful direct HP restoration and comparatively strong defense.
- Kannagi: Preventive healer that uses barriers and wards to absorb damage before it reaches HP.
- Druid: Regeneration healer specializing in Heal-over-Time effects and nature-based support.
Combat Recovery classes differ mainly in when they counter damage:
- Cleric: After damage occurs.
- Kannagi: Before damage occurs.
- Druid: Continuously over time. </recovery_archetype>
- #32[→] Clericselective
Keys: Backline Support Cleric, Frontline Support Cleric, Cleric Healer, Armored Healer, Vanguard Support Cleric, Heavy Healer, Cleric Class, Healing Cleric, Rearguard Support Cleric, Elder Tale Cleric, Cleric Support, Cleric, Recovery Cleric, 施療神官, Defensive Healer, クレリック, Support Cleric
Definition Cleric is a Recovery-class healer specializing in powerful healing, reactive recovery, and durable frontline support.Role Clerics can support from either the front or rear.
- Slightly above-average HP.
- Slightly below-average MP.
- Highest healing capability among the twelve classes.
- Highest defensive potential among Recovery classes due to heavy armor access.
- Weak offensive output compared with dedicated damage classes.
Equipment
- Armor: Plate, chain, leather, cloth, bucklers.
- Weapons: Staves, swords, maces, magical devices.
Healing Clerics specialize in Reactive Healing, placing effects on allies that trigger automatically when damage is taken.
- Can combine reactive effects with direct healing.
- Skilled Clerics can offset repeated incoming attacks.
- Also possess cleansing, resurrection, area healing, and support magic.
Defense Clerics can reinforce allies with defensive magic.
- Protective barriers and damage reduction.
- Attribute resistance.
- Can transfer an ally's damage to themselves.
- Some advanced skills protect against status effects or major attacks.
Builds
- Armor Cleric: Heavy-armored frontline support combining melee combat and healing.
- High Healer: Rearline specialist focused on recovery magic and sustained MP efficiency.
Notable Skills
- Reactive Heal: Automatically restores HP when the target takes damage.
- Reactive Area Heal: Applies reactive healing to multiple allies.
- Heal: Basic direct HP restoration.
- Cure: Removes abnormal conditions.
- Aurora Heal: Large-area emergency healing.
- Soul Revive: Advanced resurrection.
- Sanctuary: Raises allies' physical and magical defense within an area.
- Sacred Wall: Temporarily reduces damage to one ally.
- #33[→] Druidselective
Keys: Nature Support Class, Midguard Druid, Elder Tale Druid, Shaman, Druid Recovery Class, Forest Healer, Recovery Druid, Frontline Druid, Druid, Rearguard Druid, Forest Spell User, Absorber, Druid Class, Nature Supporter, Forest Support Class, Support Druid, Witch Doctor, Druid Healer, Healer Druid, 森呪遣い, Nature Healer, Forest Supporter, Forest Curse User
Definition Druid is a Recovery-class healer specializing in Heal-over-Time magic, nature-based support, and flexible offense.Role Druids can fight from the front, middle, or rear.
- Average HP and MP.
- Highest sustained HP-per-second recovery among the twelve classes.
- More offensive and defensive versatility than other Recovery classes.
- Heavy MP consumption requires careful resource management.
Equipment
- Armor: Leather and cloth.
- Weapons: Staves, spears, whips, axes, blunt weapons, and magical devices.
Healing Druids specialize in Pulse Recovery, restoring HP repeatedly over time.
- Heartbeat Healing: Single-target Heal-over-Time.
- Gaia Beat Healing: Wide-area Heal-over-Time.
- Healing Wind: Fast, mobile area healing.
- Nature Revive: Resurrection followed by automatic recovery.
- Life Burst: Converts remaining Heal-over-Time recovery into an immediate burst.
Combat Druids possess strong nature and elemental magic.
- Can use lightning, ice, fire, earth, and storm attacks.
- Can inflict status effects and weaken enemies.
- Forest environments improve the usefulness of several abilities.
- Can restrain enemies using nearby vegetation.
Summons Druids can contract and summon servant spirits through quests.
- Alraune: Improves healing.
- Gray Wolf: Assists attacks.
- Forest Bear: Protects the caster and removes some conditions.
- Wild Boar: Provides mobility and knockback.
- Myconid: Extends healing range and carries items.
Builds
- Witch Doctor: Rearline healing and support specialist.
- Shaman: Offensive spellcaster with secondary healing.
- Absorber: Melee build that restores MP through weapon attacks.
Regional Classes Localized versions include Pajé, Volkhvy, and iNyanga.
- #34[→] Kannagiselective
Keys: Recovery-Type Class, カンナギ, Yamato Medium, Kannagi Class, Shrine Healer, Shrine Support, Shrine Maiden, 神祇官, Kannagi, Jingikan
Definition Kannagi is a Recovery-class healer focused on preventing damage with barriers rather than restoring HP afterward.Role Kannagi functions as ranged support, battle control, and secondary DPS.
- Low HP.
- High MP.
- Weak direct healing.
- Strong damage prevention.
- Difficult to master because barriers require prediction and timing.
Equipment
- Armor: Chain, cloth, and Japanese-exclusive equipment.
- Weapons: Staff, katana, magical devices, and bows.
Healing Kannagi specializes in damage interception.
- Barriers can completely nullify a set amount of incoming damage.
- Best used before attacks land.
- Less effective when a party is already heavily damaged.
Combat Kannagi can supplement other healers, survey battles, and contribute ranged or melee offense.
- Strong performance depends on predicting enemy attacks and area of effect.
- High-level Evil Exorcism techniques provide strong offensive options for a Recovery class.
Builds
- Prayer Miko: Barrier, healing, and support-focused build.
- War Miko: Melee build using self-protection and hit-and-run tactics.
- Bow Miko: Ranged hybrid combining offense and support.
Regional Class Kannagi is Yamato's localized version of the Medium class.
- #35[‣] [🎭] Magic Attackselective
Keys: 魔法攻撃, Magical Offense, Magic Offense, Magical Attack, Magical Damage Attack, Magic Damage Attack, Magical Attacks, Mahō Kōgeki, Spell Attacks, Magic Attacks, Magical-Based Attack, Magical Offensive Attack, Offensive Magic Attack, Magic Attack, Spell Attack, Arcane Attack, Magic-Based Attack, Maho Kogeki, Arcane Strike, Mahou Kougeki, Supernatural Attack
<magic_attack_archetype> Definition The Magic Attack archetype is the rearguard spellcasting category focused on high MP, ranged magic, and battlefield control.
Role Magic Attack classes sacrifice durability for magical power.
- Very high MP.
- Low HP and physical defense.
- Best suited to fighting from the rear.
- Vulnerable when enemies reach melee range.
Combat Their abilities rely on spellcasting rather than direct weapon combat.
- Specialize in ranged attacks, support, summons, and control effects.
- Casting can require time and concentration.
- Physical disruption can interfere with spell use.
Classes
- Sorcerer: High-damage ranged caster specializing in powerful elemental and area attacks.
- Summoner: Versatile caster who fights through summoned creatures and spirits.
- Enchanter: Support and control specialist focused on buffs, MP management, and battlefield manipulation. </magic_attack_archetype>
- #36[→] Sorcererselective
Keys: Cloth Caster, Spellcaster, ソーサラー, Nuker, Mage, Magical Attacker, Damage Spellcaster, Offensive Spellcaster, Magic Attacker, Elder Tale Sorcerer, Sorcerer Class, 妖術師, Magician, Sorcerer, Magic Fencer, Magic Attack Class, Ranged Magical Attacker, Combat Rage, Sorcerer Magic Attack, Ranged Magic Attacker, Magic Damage Class, Sorcerer Ranged Attacker, DPS Caster
Definition Sorcerer is a Magic Attack-class ranged attacker with the highest magical damage among Elder Tale's twelve main classes.Role Sorcerers act as rearguard damage dealers.
- Low HP and defense.
- High MP.
- Cloth armor only.
- High damage quickly generates Hate, making tank coordination important.
Equipment
- Armor: Cloth.
- Weapons: Staves, daggers, grimoires, and magical devices.
Magic Sorcerers specialize in destructive elemental magic.
- Common elements include fire, ice, and lightning.
- Exploiting elemental weaknesses greatly improves damage.
- Possess many powerful area attacks.
- Heavy spell use consumes MP rapidly.
Combat Sorcerers balance extreme firepower against poor durability and limited MP efficiency.
- Can annihilate groups from long range.
- Must regulate spell use to avoid exhausting MP.
- Vulnerable if enemies reach them directly.
- Some abilities expand spell range, alter elements, increase damage, or provide limited mobility and defense.
Builds
- Nuker: Rearguard artillery build focused on high single-target and area damage.
- Combat Rage: High-risk close-range build using strengthened short-range spells and movement magic.
- Magic Fencer: Combat Rage variant using magically enhanced melee weapons.
Notable Skills
- Orb of Lava: Fire area attack that jumps between enemies.
- Frost Spear: Ice attack that damages and slows a target.
- Lightning Nebula: Wide-area lightning attack with paralysis.
- Disintegrate: Attempts to instantly kill sufficiently weakened targets.
- Spell Maximize: Greatly increases spell damage at the cost of doubled MP consumption.
- Robust Battery: Increases magical power while requiring the caster to remain stationary.
- Close Burst: Sacrifices casting range for greatly increased damage.
- Blink / Rook Slider: Short-range teleportation magic.
Regional Class Daoshi is the Zhongyuan server's localized Sorcerer variant.
- #37[→] Summonerselective
Keys: Beast Controller, Beast Summoner, Shoukan Jutsushi, Beast Tamer, Shōkan Jutsushi, Summoned-Beast Controller, Summon Beast Controller, 召喚術師, Summoner Magic Attack, Necromancer, Summoner, サモナー, Summoned Beast Controller, Summoning Class, Alchemics, Summoner Rearguard Attacker, Elementalist, Summon Class, Summoner Beast Controller, Summoner Class
Definition Summoner is a Magic Attack-class rearguard caster that fights through contracted creatures and spirits.Role Summoners are highly flexible and can provide offense, defense, healing, support, scouting, or utility depending on their summon.
- Very low HP and defense.
- Very high MP.
- Cloth armor only.
- Popular for both parties and solo play.
Equipment
- Armor: Cloth.
- Weapons: Staves, daggers, whips, grimoires, and magical items.
Summoning Summoners can contract with over 100 types of creatures.
- Up to 12 servants can be registered.
- Only one persistent servant can normally be active at a time.
- Temporary combat summons can be used in greater numbers as MP allows.
- Some powerful summons require special quests or locations.
- Contracted creatures are generally weakened compared with their original monster strength.
Builds
- Elementalist: Uses elemental spirits for high magical damage and elemental advantages.
- Necromancer: Uses undead for offense, ambushes, concealment, and disruption.
- Alchemics: Uses golems and slimes as durable defensive servants.
- Beast Tamer: Uses magical beasts for healing, mobility, and support.
Summon Types
- Servant Summoning: Persistent, directly controlled creatures usable in and outside combat.
- Combat Skill Summoning: Temporary battle-only summons.
- Magic Summoning: Utility creatures, mounts, and other specialized summons.
Combat Summoners rely on commanding and switching servants to match the situation.
- Elementals provide ranged magical offense.
- Golems and constructs can shield allies.
- Magical beasts can heal or serve as mounts.
- Undead specialize in offense and disruption.
- Summons can also scout, assist with tasks, or provide environmental resources.
Notable Skills
- Call Servant: Replaces the active servant with another.
- Castling: Switches positions with the summoned servant.
- Elemental Ray: Commands an elemental spirit to perform an area attack.
- Guardian Fist: Uses a construct to attack and protect allies behind it.
- Phantasmal Heal: Commands a magical beast to heal a target.
- Phantasmal Ride: Allows riding certain summoned beasts.
- Scapedoll: Uses a construct to absorb incoming damage.
- Soul Possession: Allows the caster to control a servant remotely for scouting.
Regional Class Summoner has no localized regional variants.
- #38[→] Enchanterselective
Keys: Support Mage, Enchantment Mage, Enchantment Caster, Enchanter Class, Rear Line Mage, Enchanter Mage, Enchantaa, Enchanter Magic Class, Magical Support Class, Tactical Mage, Elder Tale Enchanter, エンチャンター, Buff Mage, Battlefield Support Mage, Enchanter, 付与術師, Utility Mage, Battlefield Management Mage, Rear-Line Mage, Fuyo Jutsushi, Support Caster, Rear Strike Mage
Definition Enchanter is a Magic Attack-class support caster specializing in buffs, debuffs, MP control, and battlefield management.Role Enchanters operate from the rear and strengthen the party rather than dealing direct damage.
- Very low HP and defense.
- Highest MP among the twelve classes.
- Low offensive power.
- Low MP consumption allows long-term support.
- Poorly suited to solo combat.
Equipment
- Armor: Cloth.
- Weapons: Staff, short sword, grimoire, and magical devices.
Combat Enchanters manipulate the flow of battle through support and control.
- Buff allies' accuracy, speed, evasion, attack power, and defenses.
- Weaken, immobilize, confuse, or disable enemies.
- Reduce or redirect Hate.
- Restore, transfer, and redistribute MP.
- Often act as battlefield observers and strategists.
Builds
- Enhancer: Focuses on buffs and enemy weakening.
- Crowd Controller: Disables and restricts groups of enemies.
- Mana Controller: Manages and restores party MP, especially in raids.
- Sprinkler: Equipment-dependent offensive build using rapid Pulse Bullet attacks.
- Evil Eye: Amplifies damage against debuffed enemies.
Notable Skills
- Haste: Increases an ally's action speed.
- Keen Edge: Increases weapon attack power.
- Astral Hypno: Puts enemies to sleep.
- Astral Bind: Restricts enemy movement.
- Thorn Bind Hostage: Causes allied physical attacks to trigger extra damage.
- Mana Channeling: Redistributes party MP.
- Mana Transformer: Transfers MP to an ally.
- Infinity Force: Temporarily allows an ally to use skills continuously.
- Cast On Beat: Reduces the Enchanter's casting and cooldown times.
- Flip Gate: Creates a portal to a raid area's safe zone.
Regional Class Taoshi is the Korean server's localized Enchanter variant.
- #39[⤹] Regional Classes [⤸]selective
Keys: Overseas Classes, Regional Classes, Alternate Classes, Regional Class, Server Classes, Localized Class, Localized Classes, Server-Specific Classes
<regional_classes> Definition Regional Classes are localized versions of Elder Tale's standard classes. Each of the thirteen public servers has 1–3 unique replacements while retaining the same overall class structure.
Standard Classes
- Warrior: Guardian, Pirate, Monk
- Weapon Attack: Assassin, Swashbuckler, Bard
- Recovery: Cleric, Druid, Medium
- Magic Attack: Sorcerer, Summoner, Enchanter
Regional Variants
- North America: Medicine Man replaces Medium.
- South & Central America: Capoerista replaces Monk; Pajé replaces Druid.
- Japan: Samurai replaces Pirate; Kannagi replaces Medium.
- Korea: Hwarang replaces Pirate; Taoshi replaces Enchanter.
- China: Youxia replaces Pirate; Daoshi replaces Sorcerer.
- Southeast Asia: Pesilat replaces Monk; Dukun replaces Medium.
- India: Rajput replaces Swashbuckler; Tantric replaces Medium.
- Middle East: Ghazi replaces Pirate; Dervish replaces Medium.
- Western Europe: Paladin replaces Pirate; Templar replaces Cleric; Exorcist replaces Medium.
- Scandinavia: Viking replaces Pirate; Skald replaces Bard.
- Russia: Cossack replaces Pirate; Hussar replaces Swashbuckler; Volkhvy replaces Druid.
- Africa: iNyanga replaces Druid; Sangoma replaces Medium.
- Oceania: Hunter replaces Assassin; Tribal replaces Bard.
Unchanged Classes Guardian and Summoner have no regional variants. </regional_classes>
- #40[⤹] People of the Earth Classes [⤸]selective
Keys: Occupation-Based Roles, People of the Earth Class System, Occupations, Way of Life Classes, Actual Role Classes, Lifestyle-Based Class System, Earthling Class System, People of the Earth Classes, Circumstance-Based Class Change, Settlement Status, Non-Adventurer Classes, Role Identity, Way of Life, Earthling-Only Occupation, Occupation Class System, Social Function, Non-Adventurer Occupation, Earthling Classes, Earthling Occupations, Native Class System, Unavailable Adventurer Occupation, Actual Role, Lifestyle Role, Social Role, Occupation-Based Classes, Native Occupation, Way-of-Life Classes, Occupation Classes, Earthling Occupation System, Life Role, Occupation-Based Class System, Flexible Occupation, Non-Fixed Class, Role-Based Class System, Flexible Class, People of the Earth Occupations, Changing Occupation, Occupation
<people_of_the_earth_classes> Definition People of the Earth use an occupation-based class system rather than the fixed twelve main classes used by Adventurers.
Occupations
- Their classes reflect their actual role or way of life.
- Occupations can change when their circumstances change.
- Example: Nomads who establish a settlement may become Settlers.
- They can possess occupations unavailable to Adventurers.
Known Occupations
- Archmage
- Blademancer
- Successor </people_of_the_earth_classes>
- #41═══════[Subclasses]═══════selective
Keys: Secondary Classes, Secondary Role, Class Specializations, Additional Class, Support Classes, Sub Classes, Class Specialization, Sub Class, Subclasses, Sub-Classes, Sub-Class, Build Modifier, Additional Classes, Class Modifier, Support Class, Class Extension, Secondary Class, Minor Class, Extra Role, Additional Role, Auxiliary Class, Class Add-On, Extra Classes, Extra Class, Auxiliary Role, Minor Classes, Subclass, Supporting Role, Auxiliary Classes
Definition Subclasses are secondary occupations in Elder Tale that provide crafting abilities, utility, combat bonuses, or role-playing functions alongside a character's main class.Rules
- Over 90 subclasses exist.
- Only one subclass can be active at a time.
- Subclass EXP is separate from main-class EXP.
- Unlike main classes, subclasses can usually be changed.
- Many are obtained through NPC quests, prerequisites, or subclass progression.
- Most previous subclass progress can be restored when switching back.
- Certain rare or event subclasses require removal quests that erase their EXP and skills.
Types
- Production: Crafting and item-creation professions.
- Role-Playing: Utility, combat, exploration, social, or thematic occupations.
- Titles: Rare subclasses unlocked through specific achievements or requirements.
Production Subclasses Production subclasses form a major part of Elder Tale's economy by creating, repairing, or gathering items. Examples include:
- Alchemist
- Armorer
- Blacksmith
- Carpenter
- Chef
- Leatherworker
- Tailor
- Weaponsmith
- Woodworker
Role-Playing Subclasses Role-Playing subclasses provide specialized abilities rather than standard crafting. Examples include:
- Animal Trainer
- Berserker
- Cartographer
- Commander
- Explorer
- Hunter
- Knight
- Merchant
- Necromancer
- Rogue
- Scout
- Tactician
- Tracker
Titles Titles are difficult or specialized subclasses unlocked through particular accomplishments. Examples include:
- Admiral
- Champion
- Dragonslayer
- General
- Giant Slayer
- Master Swordsman
- Ninja
People of the Earth People of the Earth can use many Adventurer subclasses as their primary occupations and also possess occupations unavailable to ordinary Adventurers.
Player-Made Subclasses After the Catastrophe, specially created contracts can grant new subclasses.
- Adventurer: Can grant a Person of the Earth Adventurer-like capabilities, including resurrection.
Post-Catastrophe Subclasses became more practically significant after the Catastrophe.
- Production skills can create objects through real physical methods.
- Some subclasses developed abilities beyond their original game mechanics.
- These discoveries contributed to the development of Overskills.
- #42[🎭] Production Subclassesselective
Keys: Production Subclasses, Crafting Subclass, Craft Subclass, Processing Subclasses, Economy Subclasses, Crafting-Focused Subclasses, Trade Subclasses, Craft Subclasses, Repair Subclasses, Artisan Subclasses, Crafting-Focused Occupations, Item Creation Subclasses, Gathering Subclasses, Item Production Subclasses, Creation Subclasses, Production Subclass, Production-Type Subclasses, Economic Subclasses, Crafting Occupations, Production Occupations, Production Type Subclasses, Crafting Subclasses
<production_subclasses> Definition Production Subclasses are crafting-focused occupations that allow players to create, process, gather, or repair items.
Role They support combat, exploration, and trade by supplying equipment, consumables, materials, and other goods.
Economy Production players and crafting guilds are major pillars of Elder Tale's economy.
Acquisition Production subclasses are relatively easy to learn, often requiring an instruction manual purchased from People of the Earth before gaining subclass EXP.
Crafting After the Homesteading the Noosphere update, sufficiently skilled players can create items that were previously unavailable through the appropriate Production subclass. </production_subclasses>
- #43[→] [🎭] Alchemistselective
Keys: Alchemist, Renkin-jutshi, Renkinjutshi, Alchemist Subclass, Arukemisuto, アルケミスト, Alchemist Production Subclass, 錬金術師, Elder Tale Alchemist, Production Alchemist
Definition Alchemist is a Production subclass specializing in the creation and use of magical items.Role Alchemists study magical properties, chemicals, and transmutation to produce combat-oriented consumables and catalysts.
Crafting Common creations include:
- Potions
- Poisons
- Magic catalysts
- Debuff items
- Damage-over-time items
- Minor buff items
- Low-potency healing items
Progression Alchemist serves as a prerequisite for several more advanced Production subclasses.
Utility High-level Alchemists can increase the value of certain raid drops, giving some players reason to remain in the subclass rather than advance.
- #44[→] [🎭] Apothecaryselective
Keys: Potion Crafter, Medicine Creator, Pharmacist Subclass, Production Apothecary, Potion Maker, Apothecary Subclass, Drug Crafter, Curative Item Maker, Restorative Item Maker, Apothecary Production Subclass, Drug Maker, Chouzai-shi, Medicine Maker, Potion Mixer, Pharmaceutical Crafter, Apothecary, Drug Creator, Chouzaishi, Potion Creator, 調剤師, Pharmacy Subclass, Medicine Crafter
Definition Apothecary is a Production subclass specializing in creating medicines and potions from raw ingredients.Role Apothecaries are advanced drug-makers focused on restorative, curative, and status-recovery medicines.
Crafting
- Healing potions.
- Status-recovery medicines.
- MP potions, though their recovery is limited.
- Advanced medicinal recipes unavailable to less specialized subclasses.
Progression Apothecary is derived from the Herbalist subclass.
Utility Potions are commonly carried for emergencies and to reduce the burden on dedicated healers.
People of the Land Apothecaries are relatively uncommon and are usually found in urban guilds or serving nobles, where they research and develop medicines.
- #45[→] [🎭] Armorerselective
Keys: Armor Artisan, Armorsmith, Armour Maker, Production Armorer, Armor Craftsperson, 鎧職人, Armor Maker, Armor Crafter, Yoroi Shokunin, Armour Artisan, Armoursmith, Armorer Subclass, Armour Craftsman, Armor Craftsman, Armor Specialist, Armour Craftsperson, Armorer, Armor Smith, Armour Smith, Armourer, Armorer Production Subclass, Armourer Subclass
Definition Armorer is an advanced Production subclass derived from Blacksmith that specializes in crafting and maintaining armor.Crafting Armorers can create more specialized armor than ordinary Blacksmiths and receive a level-based quality bonus when forging it.
Tradeoff Their armor specialization greatly reduces the variety of other items they can produce.
Raids High-level Armorers are valuable for maintaining and repairing raid equipment, reducing the long-term cost of armor upkeep.
Progression Adventurers must first level Blacksmith and then complete a demanding subclass-change process requiring substantial time and materials.
Importance Armorers are uncommon in ordinary villages but highly valued by armies, nobles, and Adventurers seeking stronger equipment.
- #46[→] [🎭] Artificerselective
Keys: Artificer Subclass, Artisan, Artificer Production Subclass, Production Artificer, Artificer
Definition Artificer is a Production subclass specializing in small crafts, accessories, and general-purpose item creation.Role Artificers serve as a broad entry point into crafting.
- Work with metal, jewels, plants, animal products, and magical materials.
- Create trinkets, jewelry, accessories, and various magic items.
- Their wide material range makes the subclass relatively easy to level.
Demand Accessories are usable by many classes and races, giving Artificers stable demand compared with more specialized crafters.
Acquisition Adventurers can become Artificers through Master Artificer quests or by purchasing an Artificer's Handbook from an NPC.
People of the Earth Most Earthling Artificers work in cities, usually through guilds or for wealthy nobles.
Post-Catastrophe Artificer skills can be used to create new devices and objects beyond Elder Tale's original item system through Overskills.
- #47[→] [🎭] Blacksmithselective
Keys: Kaji-ya, Kajiya, Forge Worker, Armorsmith, Equipment Smith, Blacksmith Subclass, 鍛治屋, Metal Worker, Crafter Smith, Weaponsmith, Smith Subclass, Weapon Smith, Armor Smith, Blacksmith, Smith, Forge-Worker, Blacksmith Production Subclass, Metalworker, Production Blacksmith, Armor-Smith, Weapon-Smith, Metal-Worker, Forgeworker
Definition Blacksmith is a basic Production subclass specializing in forging and shaping metal into equipment, tools, and other goods.Crafting Blacksmiths can create:
- Weapons
- Shields
- Chainmail
- Plate armor
- Tools and metal instruments
Role Blacksmith has one of the broadest crafting ranges among Production subclasses and supplies both Adventurers and People of the Earth.
Specialization Blacksmiths can produce many types of equipment but are less specialized than advanced subclasses such as Swordsmith and Armorer.
Acquisition Players can learn Blacksmith by purchasing an instruction manual from an NPC.
People of the Earth Blacksmiths are common in ordinary settlements, where they maintain tools and provide basic metalwork.
Post-Catastrophe Blacksmiths can combine crafting techniques with magical and scientific principles through Magical Engineering, allowing the creation of machines and inventions beyond the original game system.
- #48[→] [🎭] Brewerselective
Keys: Beverage Crafter, Beverage Maker, Drink Maker, Seasoning Maker, Alcoholic Beverage Maker, Brewer Subclass, Fermented Food Maker, Fermented Dish Maker, Alcohol Crafter, Production Brewer, Seasoning Crafter, Jouzou-shokunin, Jouzoushokunin, Alcoholic Drink Maker, Brewing Craftsman, Brewer, Brewing Artisan, Drink Crafter, Fermentation Crafter, 醸造職人, Brewer Production Subclass, Brewmaster, Alcohol Maker
Definition Brewer is a Production subclass specializing in alcoholic drinks, seasonings, and fermentation.Crafting Brewers can create:
- Alcoholic beverages.
- Seasonings.
- Fermented foods and ingredients.
Post-Catastrophe After the Catastrophe, Brewers discovered they could recreate flavors and products not originally native to Elder Tale.
- Drinks can be made with real-world taste.
- Examples include flavored sake, soy sauce, and teriyaki.
- Some fermented foods are better produced by Brewers or Dairy Farmers than by Chefs.
- #49[→] [🎭] Carpenterselective
Keys: Daiku, Builder, Woodworker Subclass, Carpenter Subclass, Furniture Crafter, Housing Crafter, Carpenter, Furniture Maker, 大工, Guild Hall Crafter, Carpenter Production Subclass, Construction Subclass, Living Environment Crafter, Construction Worker, Building Crafter, Facility Crafter, Builder Subclass, Production Carpenter, Residential Crafter, Woodworker
Definition Carpenter is a Production subclass specializing in buildings, furniture, and improvements to living spaces.Crafting Carpenters can create:
- Houses and warehouses.
- Furniture such as cupboards and desks.
- Facilities and structural features for residential areas.
- Decorations and upgrades for guild halls.
Role Originally focused mainly on customization, Carpenters became far more important after the Catastrophe as housing quality, maintenance, and everyday living became essential.
People of the Land Carpentry is one of the most common professions in Theldesia.
- Even small villages usually have Carpenters.
- Buildings require regular maintenance.
- Earthling Carpenters often form local guilds in towns and villages.
- #50[→] [🎭] Chefselective
Keys: Ryōri nin, Ryouri nin, Cook, Production Chef, 料理人, Cook Subclass, Chef Production Subclass, Chef Subclass, Chef, Cooking Subclass
Definition Chef is a Production subclass specializing in creating food and meals.Role Chefs turn gathered ingredients into food used for nourishment and recovery.
- Food supports HP recovery.
- Beverages can support MP recovery.
- Chefs depend on Farmers, Fishermen, Hunters, Foragers, Brewers, and similar subclasses for ingredients.
Game-Era Cooking Before the Catastrophe, food was created through menu commands.
- Required ingredients were consumed.
- The finished item appeared after about ten seconds.
- Identical recipes always produced the same appearance and taste.
Post-Catastrophe Cooking Menu-created food became tasteless after the Catastrophe.
- Flavorful food must be prepared manually using real cooking methods.
- The character must have sufficient Chef skill for the recipe.
- Ingredients, player skill, and real-world cooking knowledge affect the result.
- Complex methods such as frying, roasting, and steaming require appropriate equipment.
Real Food Preparation The manual cooking method discovered by Nyanta allows Chefs to create genuinely flavorful food, but fewer than 10% of Adventurers can use it effectively due to skill requirements.
Economy Chef remains consistently valuable because food is essential.
- Prepared food can be sold through merchants.
- Earthling cooks are widespread and form an important part of Theldesia's food supply.
- The spread of real cooking methods caused major changes in agriculture, trade, and cuisine.
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