So I'm a Spider, So What 🕸️
LorebookA highly detailed lorebook for "So I’m a Spider, So What?" containing 200 entries! from Chub
by shycat4· on Chub· added
Tokens: 2,748 permanent · up to 1,024 lorebook · budget 3,772
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Listed as “So I'm a Spider, So What? 🕸️”
A highly detailed lorebook for "So I’m a Spider, So What?" containing 200 entries!
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A very fun read! Even though I didn't finish... well, kinda
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- Isekai
- so im a spider, so what
- im a spider
- iassw
- Spider Girl
- Anime
- Manga
- light novel
So I'm a Spider, So What 🕸️
So I'm a Spider, So What 🕸️
200 entries · scan depth 4 · budget 6,000 tokens
So I'm a Spider, So What 🕸️
- #1⚠️⛔READ THIS⛔⚠️selective
Keys: ™【shycat4】
™【shycat4】
- #2═══════[Setting]═══════constantselective
This is set in the world of So I'm a Spider, So What?, created by Okina Baba. Adapted into a light novel with illustrations by Tsukasa. Tags: #Action #Adventure #Fantasy #Mystery #Isekai
- #3[☰] World Setting [☰]constantselective
<world_setting> The world of [So I'm a Spider, So What?] is a dying, traditional fantasy planet artificially propped up by an invasive, planet-scale administrative mechanism known as the System. The overarching atmosphere is one of an old-school heroic RPG hiding a desperate, entropic planetary rescue operation. It is a structured world driven by energy management, divine bureaucracy, and a cycle of perpetual conflict between humans and demons designed to harvest raw mental energy (MA energy).
Geography & Major Locations The world is split into distinct landmasses and extreme factions separated by hyper-dangerous natural barriers and ideological religious wars.
- Great Elroe Labyrinth: The world's largest underground dungeon. It splits and connects major landmasses underneath the sea.
- Kasanagara Continent: The largest continent, home to the Demon Realm in the north, the powerful Renxandt Empire, the religious nation of Sariella, and the Mystic Mountains.
- Daztrudia Continent: A separate landmass dominated by human factions, featuring the Holy Kingdom of Alleius and the Kingdom of Analeit.
- Metaphysical Foundation: The W System The physics, magic, and societal progression of the planet do not run on natural laws, but on an artificial construct called the [System] (or W System), created by a high-ranking deity to save the planet from total energy exhaustion.
- Levels & Skills: Living beings grow stronger by defeating targets, earning skill points, and leveling up parameters like stats, magic, and resistance. Living souls within this world are bound to the System, which digitizes life into an RPG-like database. Killing entities grants experience points, raises levels, forces biological evolution, and unlocks explicit skill proficiencies.
- Divine Voice: An automated, emotionless administrative feedback loop that announces level-ups, skill acquisitions, and title conferrals to all living participants. Does not answer back, unlike appraisal.
Core Factions & Inhabitants Reincarnations: People from other worlds reborn into this world. Natives & Monsters: Indigenous creatures, humans, elves, and demons bound to the rules, lifespans, and social strife dictated by the System. Administrators: Powerful outer gods who monitor or manipulate the W System to manage planetary energy and soul reincarnation.
- World Structure A standard spherical planet undergoing engineered life support: unlike flat world models, this planet is round, but its true geography is choked by institutionalized boundaries, immense underground labyrinths like [Great Elroe Labyrinth].
A Society in Disguise Humanity and demons believe their civilization is the natural order of history, complete with a fated cycle where a [Hero] opposes the [Demon Lord]. In truth, this eternal cycle is an optimized farm for energy generation. The System does not care for mortal morality or justice; it exists solely to extract and recycle energy from living choices and conflicts to heal the planet's broken crust.
Technology & Intervention The world features standard medieval-to-renaissance feudal infrastructure (swords, castles, horse-drawn carts) that abruptly collides with high-tech alien artifacts or remnant machinery left behind by ancient pre-System civilizations (such as the high-tech plots engineered by the elf administrator Potimas).
History and the Calamity Long ago, humanity nearly bled the planet dry through the reckless abuse of technology and energy. Sariel, a benevolent local deity, sacrificed her own body and soul to plug the planetary wound, leading to the creation of the current System framework by outer gods to manage human souls and preserve what little vitality remains. </world_setting> <important_to_world_setting> Important to the Setting: Reincarnations such as Kumoko and Shun may recognize the System as resembling a video game because of their memories of Earth. Native inhabitants do not view it this way; to them, Levels, Skills, Titles, magic, and the Divine Voice are ordinary laws of existence.
All humans, demons, and monsters are bound to the System and can gain Levels, Skills, Titles, resistances, and other abilities through training, combat, and experience. However, the System does not function as a permanent visible game interface. Natives do not naturally see complete stat sheets, skill lists, menus, or hidden information.
The Divine Voice privately announces relevant System events to the individual they concern, such as gaining a Skill, increasing a Level, or receiving a Title. Other people cannot hear another person's announcements. It provides notifications rather than holding conversations or answering ordinary questions.
Detailed System information normally requires Appraisal, an Appraisal Stone, Detection-related abilities, or other appropriate methods. Without these, characters should not automatically know another person's Skills, Levels, Titles, stats, or exact capabilities. Humans commonly rely on Appraisal Stones for this purpose.
Experienced individuals may estimate strength, magic, techniques, or unusual abilities through training and observation, but this is learned perception rather than automatic System knowledge.
Magic and Skills are generally developed through repeated practice, experimentation, training, and experience until the System recognizes or strengthens the appropriate ability. Native inhabitants do not simply select abilities from a visible menu.
The System also translates language for those connected to it, allowing different spoken languages to be understood through its influence.
Native inhabitants normally begin without the exceptional starting Skill Points granted to the reincarnated students.
Knowledge of the planet's true condition, the purpose of the System, MA energy, or the administrators' plans is extremely restricted. Ordinary inhabitants should not know these truths unless they have obtained them through direct contact with those involved, exceptional circumstances, or by reaching Taboo Level 10.
System notifications don’t need to pop up for every little thing; they should appear naturally and not be overused. </important_to_world_setting>
- #4[☰] Writing Style [☰]constantselective
<writing_style+> <okina_baba.writing_style> The writing style of So I'm a Spider, So What? by Okina Baba is a high-energy, comedic, and deeply analytical first-person stream of consciousness married to a deceptive, highly complex, and nonlinear epic fantasy plot.
The Nonlinear Timeline: A major stylistic signature is how Baba splits the narrative across completely different timelines without telling the reader upfront. Genre Deconstruction: The text mimics a standard, cheerful fantasy power-fantasy on the surface, only to aggressively subvert it. The "classic good-hearted hero" archetype (represented by the human student Shun) is written to look naive, sheltered, and dangerously incompetent when faced with the harsh, cold mechanics of the world. The "System" as a Character: The literal notification system of the fantasy world (the skills, titles, and D's divine administration) acts almost as a background character. The author uses dry, deadpan skill-appraisal pop-ups to punctuate high-tension or emotional scenes with absurdist humor.
What Makes It "It" (The Unique Identity) The Contrast of Scale: The true genius of Baba’s style is the whiplash between micro-scale comedy and macro-scale cosmic tragedy. One moment you are reading a petty, funny inner rant about a spider stubbing her leg or hating her "mom," and the next, you realize those micro-actions have shifted the geopolitical fate of an entire world.
Gamer Mechanics as Prose: Status updates, skill point allocations, and level-ups are integrated directly into the narrative flow rather than feeling like cold stat sheets, making the UI feel like an active part of her internal dialogue.
Unreliable and Fragmented World-Building: Because information is doled out through limited perspectives and biased viewpoints, the true nature of the "System" and the world's real conflict are hidden behind layers of red herrings and withheld context. </okina_baba.writing_style> </writing_style+>
- #5═══════[System]═══════selective
Keys: Skill Gain, Evolution Announcement, Divine Voice System, Evolution, 世界の声, System Notification, Automatic Announcement, World System, System Message, System Announcement, Announcement of the World, Skill Obtained, Voice of The World, World's Voice, World Voice System, System, Words of the World, World Announcement, Skill Learned, W no Shisutemu, Racial Evolution, Echo Within Consciousness, Echo Within the Consciousness, Level Up Announcement, Natural Phenomenon Voice, Skill Acquisition Announcement, Levels, World Voice, Shisutemu, Voice of the World, 世界の言葉, Reincarnations, Racial Evolution Announcement, Automatic World Announcement, System Voice, W System, Heard Within the Mind, Divine Voice, Titles, Magic, Skill Gain Announcement, Sekai no Koe, Sekai no Kotoba, Skill Acquisition, Title Acquisition Announcement, Wのシステム, W-System, Heard in One's Mind, Skills, The System
⸻ [SYSTEM NOTIFICATION HEADER] ⸻[NOTIFICATION TYPE]: [NAME / VALUE / INFORMATION]
[ADDITIONAL INFORMATION / EFFECT / DESCRIPTION] - #6[🤖] W System [🤖]constantselective
<w_system> Definition The System is a supernatural framework that governs growth, abilities, and progression. It functions like a game-like interface while directly affecting reality, including biology, combat ability, and development.
Status The System displays an individual's condition through:
- Level: Represents overall growth and unlocks further progression.
- HP: Physical vitality. Reaching zero results in death.
- MP: Magical energy used for spells and abilities.
- SP: Physical endurance and energy reserves.
Stats The System evaluates capabilities through:
- Offense: Damage output.
- Defense: Physical resistance.
- Magic: Magical power.
- Resistance: Supernatural resistance.
- Speed: Movement and reaction ability.
Skills Skills are specialized abilities gained through:
- Skill Points.
- Repeated usage and proficiency.
- Conditions, Titles, or evolution requirements.
Skills can level up, evolve, or combine into stronger abilities.
Titles Titles are rewards gained from fulfilling specific conditions. They may grant Skills, passive effects, or unlock evolution paths.
Evolution Evolution allows certain beings, mainly monsters, to advance into stronger forms by meeting requirements.
Evolution can:
- Increase Stats.
- Grant new Skills.
- Change species.
- Unlock new growth paths.
Interface The System provides status displays and notifications. It only reports System-related information and does not act as a conversational entity.
Strict General Rule
The System should therefore sound like:
A detached automated notification system using concise, fixed statements such as “CONDITIONS MET,” “PROFICIENCY REACHED,” “HAS BEEN RECEIVED,” “HAS BEEN LEARNED,” “BECAME,” “HAS BECOME,” and “IS ABLE TO EVOLVE.” It announces the triggering System event first and its result immediately afterward, without conversation, emotion, praise, speculation, explanations, or decorative narration.
- System Rules -
[ The System speaks only through short, impersonal, declarative notifications. It does not converse, answer ordinary questions, explain its reasoning, congratulate the recipient, or provide unrelated commentary.
The System only announces information directly tied to System functions, such as: • Conditions being fulfilled • Skills being obtained or increasing in proficiency/Level • Titles being obtained • Evolution becoming available • Experience Points reaching the required amount • Level increases • Skill Point totals or Skill acquisition prompts when applicable
The System does NOT provide ordinary situational awareness. It will not spontaneously announce things such as nearby enemies, danger, noises, conversations, hidden people, or environmental threats. Information of that kind requires an appropriate Skill, such as Threat Detection, Detection, Appraisal, or another ability specifically capable of perceiving it.
The System and Appraisal are separate functions. Speaking to the System does not make it answer back, and the System should not be treated as an interactive assistant or substitute for Appraisal.
The System does not normally explain what a Skill does simply because the Skill was acquired. Detailed information about Skills, beings, objects, stats, or other System-related data requires an appropriate information-gathering ability such as Appraisal, Wisdom, or another explicitly suitable Skill.
Reincarnators may receive certain direct System prompts even before obtaining Appraisal. For example, the System may state their current Skill Point total, identify the Skill Point cost of a Skill they are attempting or wishing to acquire, and ask whether they wish to spend those points to obtain it. This is a System acquisition function, not general Appraisal.
When a Title is obtained or displayed through the appropriate System function, the System may announce the effects, bonuses, Skills, or other benefits granted by that Title.
System notifications remain formal, mechanical, and repetitive. They identify only the relevant event, Skill, Title, race/species, cost, condition, effect, or Level necessary for that notification. ] <w_system>
<w_system_perimeters> Proficiency Update Used when Skill proficiency causes a Skill to be obtained or increased.
SKILL PROFICIENCY REACHED. SKILL <[SKILL NAME] LV[LEVEL]> RECEIVED.
When proficiency increases existing Skills:
SKILL PROFICIENCY BONUS RECEIVED.
<[SKILL NAME] LV[OLD LEVEL]> BECAME <[SKILL NAME] LV[NEW LEVEL]>
Conditions Met / Cleared Used when requirements for Titles, Skills, Evolution, or System events are fulfilled.
CONDITIONS MET.
or:
THE CONDITIONS HAVE BEEN MET.
or:
CONDITION CLEARED.
Title Acquisition:
CONDITIONS MET. TITLE <[TITLE NAME]> HAS BEEN RECEIVED.
If Skills are also awarded:
CONDITIONS MET. TITLE <[TITLE NAME]> HAS BEEN RECEIVED. SKILL <[SKILL NAME] LV[LEVEL]> RECEIVED.
Evolution Available Used when evolution requirements are fulfilled.
CONDITION CLEARED.
INDIVIDUAL [CURRENT SPECIES/RACE] IS ABLE TO EVOLVE.
Experience / Level Up Used when enough Experience Points are accumulated.
EXPERIENCE POINTS HAVE REACHED THE FIXED AMOUNT.
[SPECIES/RACE] LV[OLD LEVEL] HAS BECOME LV[NEW LEVEL]
Skill Acquisition Used when a new Skill is obtained.
SKILL <[SKILL NAME] LV[LEVEL]> RECEIVED.
or:
SKILL <[SKILL NAME] LV[LEVEL]> HAS BEEN RECEIVED.
Skill Level Increase Used when an existing Skill improves.
<[SKILL NAME] LV[OLD LEVEL]> BECAME <[SKILL NAME] LV[NEW LEVEL]> </w_system_perimeters>
- #7[📊]────↓Levels↓────[📊]selective
Keys: Leveling, Leveling System, Character Level, Lvl, Progression Level, Monster Level, Levels, Level, Lv., System Level, Leveled, Experience Level, Lvl., Level-Up, Rank Level, Level Up
Definition Levels govern the progression of individuals and monsters within the System. Gaining sufficient Experience Points causes a Level Up, increasing Stats, granting Skill Proficiency, and awarding Skill Points.Level Up When a Level Up occurs:
- Basic Stats increase according to the experience gained during that Level.
- Tier 2 and higher Stat Skills provide additional growth based on their Skill Level.
- Skills receive a Skill Proficiency Bonus.
- Skill Points are awarded according to the individual's species.
- Monsters receive species-based Stat and Ability growth, with certain species favoring particular attributes.
Experience The Experience Points required to gain a Level vary by species and increase with each successive Level. Higher-ranking species generally require more Experience Points to advance. Experience gained from defeating a target is roughly influenced by that target's accumulated Skills and overall experience.
Evolution When a monster reaches the Level required for evolution, it becomes unable to gain further Experience Points until an available evolution path is chosen. Whether Humans are capable of evolution is unknown, and no known Human has reached Level 100.
Stat Growth Stats can increase independently of Level Ups through repeated use and training. Repeatedly exhausting and restoring HP, MP, or SP gradually increases their maximum capacity. However, Stats have growth limits determined by the individual's current Level. Once a Stat reaches its current limit, another Level Up is required before further growth becomes possible. Stat growth is especially rapid during infancy, making intensive early training capable of producing unusually high Stats.
Skills Levels alone do not determine strength. Certain Skills can greatly increase Stat or Ability growth, allowing individuals of similar Levels to possess vastly different capabilities.
Limits The normal System maximum for an individual Stat is 99,999. Certain Skills, such as Gluttony, can temporarily increase Stats beyond this limit, with the excess value displayed in parentheses and maintained through continued use of the relevant Skill.
Efficiency The practical effectiveness of Ability values can be improved through proper movement, technique, and knowledge, meaning identical numerical Stats do not necessarily produce identical performance.
- #8[›] [🆙] Experienceselective
Keys: Keikenchi, Exp, Experience, 経験値, Experience Points, XP, X.P, EXP, EXP Points, X.P., Level Up, Level-Up
Definition Experience Points (EXP/XP) represent accumulated combat experience within the System. Gaining enough EXP causes an individual or monster to Level Up.Calculation EXP rewards are roughly determined by the defeated target's total accumulated energy, Stats, Skills, and overall experience rather than species alone. Targets with stronger Stats or numerous developed Skills provide greater EXP.
Leveling Each Level requires a certain amount of EXP to reach. Progression rates vary between species, Skills, Titles, and other System modifiers.
Evolution Many monsters possess a Level cap, commonly around Level 10 or 20 depending on species. Upon reaching the required Level for evolution, they stop gaining EXP until selecting an Evolution Path. After evolving:
- Level resets to 1.
- Existing Stats and Skills are retained.
- The evolved species gains access to further Level growth. As a result, a low-Level evolved monster may possess far greater Stats than an unevolved creature of the same Level.
Reincarnators Reincarnators possessing [n%I = W] receive a complete restoration of HP, MP, and SP upon Level Up. Native inhabitants still Level Up normally but do not receive this full recovery.
Modifiers Certain Skills, Titles, and conditions greatly alter progression.
- Pride massively increases EXP and Skill Proficiency gain.
- Skanda greatly increases Speed growth based on its Skill Level.
- Herculean Strength increases physical offensive growth based on its Skill Level.
- Infants possess the greatest natural potential for increasing Stats through training.
Stat Limits Standard numerical Stats within the System normally cannot exceed 99,999, although certain Skills can surpass this limit.
Characteristics
- EXP is primarily obtained by defeating other living beings.
- Stronger and more developed targets generally provide more EXP.
- EXP requirements vary by species and progression stage.
- Evolution resets Level without erasing previous Stat or Skill growth.
- Skills and Titles can drastically alter the rate of progression.
- #9[📊]────↓Bars↓────[📊]selective
Keys: System Status Bar, Status Interface, Status, Hit Points, ステータスバー, Status Gauge, Status Gauges, Vital Gauge, Resource Gauge, Magic Points, HP, Vital Status Bar, SP, Energy Gauge, Status Screen, System Gauge, MP, Bar, Status Display, Bars, Character Status Display, System Display, Status Bars, Stamina Points, Sutētasu Bā, Status Bar, Life Gauge
<status_bars> Definition Status Bars are the System's visual gauges for tracking a creature's vital resources: Hit Points (HP), Magic Points (MP), and Stamina Points (SP).
Hit Points HP represents life force. If HP reaches zero, the individual dies.
Magic Points MP fuels magic and other magical abilities. Excessive depletion can cause unconsciousness.
Stamina Points SP represents physical stamina and is divided into two gauges:
- Yellow SP: Used for ordinary physical exertion and recovers through rest.
- Red SP: Represents deeper bodily reserves. Depleting it causes severe starvation, physical deterioration, and potentially fatal status effects.
Characteristics
- Display a creature's current vital resources.
- HP, MP, and SP are consumed by different forms of activity.
- Complete depletion can cause increasingly severe consequences depending on the resource. </status_bars>
- #10[›] [📶] HPselective
Keys: Health Pool, Health Point, Health-Points, HP, Vitality, Hit Points, Life Bar, Life Points, Health Bar, LP, Health Value, Health Points, 体力, H.P, Health, Hit Point, H.P.
<hit_points> Definition Hit Points (HP) measure a creature's physical life force within the System. Damage reduces HP, and reaching zero results in death.
Damage HP can be depleted by physical attacks, magic, poison, environmental hazards, and other forms of injury.
Recovery HP can be restored through healing Skills and similar recovery methods. Reincarnators may also rapidly recover HP through Level Ups or evolution.
Characteristics
- Represents physical life force.
- Decreases when damage is received.
- Reaching 0 HP causes death.
- Can be restored through healing abilities and certain System progression effects. </hit_points>
- #11[›] [📶] MPselective
Keys: 魔力, l Magic Pool, M.P, Spellcasting Resource, Magic Points, Magic Point, Magical Power, Mana Pool, Maryoku, Spell Energy, Mana Energy, MP, Mana Points, Magic Energy, Magical Energy, Magic Capacity, Magic Power, Mana-Power, Magic Reserve, Mana Capacity, M.P., Mana Reserve, Mana Point, Magic-Points, Magical Resource
<magic_points> Definition Magic Points (MP) represent a creature's reserve of magical energy within the System and are consumed when casting magic or activating certain Skills.
Usage Many ordinary individuals and low-level creatures make little or no use of MP if they lack magical abilities or Skills that require it.
Recovery MP naturally regenerates over time after being consumed.
Depletion Excessive MP consumption causes fatigue and mental exhaustion. Severely overusing or completely draining MP can cause the user to faint or temporarily lose consciousness.
Characteristics
- Fuels magic and certain Skills.
- Naturally recovers over time.
- Has little practical use without abilities that consume MP.
- Excessive depletion can result in temporary unconsciousness. </magic_points>
- #12[›] [📶] SPselective
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
<stamina_points> Definition Stamina Points (SP) represent a creature's physical energy within the System and are divided into Yellow SP and Red SP.
Yellow SP Yellow SP represents immediately available stamina. It is consumed through physical exertion and certain ability use, and naturally recovers after a short period of rest.
Red SP Red SP represents the body's deeper energy reserves. It is consumed when the body lacks sufficient energy and is closely tied to hunger and starvation.
Depletion Exhausting Yellow SP causes physical fatigue but is normally temporary. Depleting Red SP is extremely dangerous, triggering severe starvation and rapid loss of HP and MP.
Recovery Yellow SP recovers through rest, while Red SP must be replenished by consuming food or other sources of nourishment.
Characteristics
- Uses separate Yellow and Red gauges.
- Yellow SP governs short-term physical exertion.
- Red SP represents long-term bodily energy.
- Red SP depletion can become nearly fatal. </stamina_points>
- #13[📊]────↓Abilities↓────[📊]selective
Keys: Ability Scores, Ability Stats, Character Parameters, Ability Stat, System Abilities, Status Abilities, Ability Points, System Parameters, Combat Abilities, Ability Values, Ability Parameter, Ability Score, Ability Parameters, Capability Values, Character Abilities, Ability Value, Capability Stats, Ability, Physical Abilities, Abilities, Performance Values, Numerical Abilities
Definition Abilities represent an individual or monster's general areas of physical and magical capability within the System. Unlike energy values such as HP, MP, and SP, Ability values describe overall performance rather than consumable resources.Mechanics The System uses magical energy to reinforce an individual's natural capabilities, allowing displayed Ability values to exceed what their unassisted body could normally produce.
Efficiency Raw Ability values do not determine performance alone. Proper movement, combat experience, intelligence, and technique can greatly increase how effectively those values are used.
Characteristics
- Represent general combat and physical performance.
- Can compensate for weaknesses through sufficiently high numerical values.
- Become more effective when paired with proper technique and experience.
- Are reinforced by the System through magical energy.
Natural Strength For an individual with no Skills and at Level 1, their physical capabilities most closely represent their true strength without significant System reinforcement.
- #14[›] [➡️] Average Offense Abilityselective
Keys: Average Physical Offense, Physical Strength, Physical Damage, Physical Attribute Damage, Attack Ability, Average Damage Output, Offense Ability, Physical Attack Ability, Offensive Power, Attack Capability, Average Offense Ability, Attack Power, Physical Offense Ability, Heikin Kōgeki Nōryoku, Offense, Average Attack Ability, Heikin kougeki nouryoku, 平均攻撃能力, Average Offensive Ability, Average Attack Power, Offensive Capability, Average Physical Attack
<average_offense_ability> Definition Average Offense Ability measures an individual's overall capability to inflict physical-attribute damage.
Mechanics The value represents an average across the body rather than the exact strength of every individual body part. Specific limbs or parts may possess greater or lesser offensive power than the displayed average.
Characteristics
- Governs general physical damage potential.
- Represents an averaged offensive value.
- Individual body parts may differ in actual power. </average_offense_ability>
- #15[›] [➡️] Average Defense Abilityselective
Keys: Defensive Capability, Average Defense Power, Defense Power, Average Physical Resistance, Physical Attribute Resistance, Heikin Bōgyo Nōryoku, Physical Defense Capability, Defensive Ability, Heikin bougyo nouryoku, Defense Stat, Defense, Defensive Stat, Average Physical Defense, Physical Resistance, Damage Resistance, 平均防御能力, Physical Damage Resistance, Average Defense Ability, Defense Measurement, Average Defense Capability, Average Defensive Ability, Physical Defense Ability, Defense Ability
<average_defense_ability> Definition Average Defense Ability measures an individual's overall capability to resist physical-attribute damage.
Mechanics The value represents an average across the body rather than the exact durability of every individual body part. Specific areas may possess greater or lesser defense than the displayed average.
Characteristics
- Governs general resistance to physical damage.
- Represents an averaged defensive value.
- Individual body parts may differ in actual durability. </average_defense_ability>
- #16[›] [➡️] Average Magic Abilityselective
Keys: Heikin mahō nouryoku, Magic Ability, Average Magic Power, Magic Power Measurement, Magic Attribute, Magic Stat, Spellcasting Ability, Magical Ability Measurement, Magical Capability, Magical Power, Average Magic Effectiveness, Magic Ability Measurement, Average Magical Ability, 平均魔法能力, Magic Power, Magic System, Spell Power, Heikin Mahō Nōryoku, Average Magical Capability, Average Spell Power, Average Magic Capability, Average Magical Power, Spell Effectiveness, Average Spell Ability, Average Magic Ability, Magic Performance
<average_magic_ability> Definition Average Magic Ability measures the overall effectiveness of an individual's magic.
Mechanics The value represents an average across the individual's magical capabilities rather than the exact power of every type of magic. Specific magical attributes, spells, or disciplines may be stronger or weaker than the displayed average.
Characteristics
- Governs general magical effectiveness.
- Represents an averaged magical value.
- Individual types of magic may differ in actual power. </average_magic_ability>
- #17[›] [➡️] Average Resistance Abilityselective
Keys: Magical Resistance Ability, Heikin Teikō Nōryoku, Magic Resistance, Average Resistance Power, Magic Resistance Capability, Heikin teikou nouryoku, Average Resistance Capability, Average Spell Resistance, Resistance Measurement, 平均抵抗能力, Average Magic Resistance, Spell Resistance, Magical Damage Resistance, Defensive Stat, Magical Resistance, Average Resist Ability, Resistance Ability, Magic Resistance Ability, Average Magical Resistance, Magical Attribute Resistance, Resistance Stat, Defense Ability, Average Resistance Ability
<average_resistance_ability> Definition Average Resistance Ability measures an individual's overall capability to resist magical-attribute damage.
Mechanics The value represents an average across the individual's magical resistances rather than a fixed defense against every magical attribute. Actual resistance may vary depending on the type of magic and circumstances.
Characteristics
- Governs general resistance to magical damage.
- Represents an averaged resistance value.
- Individual magical attributes may be resisted more or less effectively. </average_resistance_ability>
- #18[›] [➡️] Average Speed Abilityselective
Keys: Speed Ability, Movement Capability, 平均速度能力, Heikin Sokudo Nōryoku, Agility, Average Speed Capability, Combat Ability, Average Mobility Ability, Movement Speed, Physical Ability, Average Agility Ability, Speed Measurement, Average Speed Power, Body Performance, Physical Speed Ability, Mobility, Physical Attribute, Average Movement Speed, Average Speed Ability, Average Movement Ability, Heikin sokudo nouryoku, Speed Stat
<average_speed_ability> Definition Average Speed Ability measures an individual's overall aptitude for speed and quickness.
Mechanics The value represents an average across the entire body rather than the exact speed of every individual body part. Specific limbs or movements may be faster or slower than the displayed average.
Characteristics
- Governs general movement speed and quickness.
- Represents an averaged speed value.
- Individual body parts may differ in actual quickness.
- Even large-bodied monsters can move with extreme speed and agility when their Speed Ability is sufficiently high. </average_speed_ability>
- #19[📊]────↓Skills↓────[📊]selective
Keys: Conditions Fulfilled, Skil., Skill Gain Announcement, Skill Acquisition Announcement, Conditions Met, Skill, Skill Ability, Skills System, Skills, Skill System
Definition Skills are System-granted abilities that make up the majority of an individual's practical power. They provide combat techniques, magic, enhancements, resistances, perception, and numerous other specialized effects.Acquisition Skills can be obtained through several methods:
- Spending Skill Points after learning the Skill's name.
- Developing sufficient proficiency by performing the Skill naturally without System assistance.
- Receiving Skills through Titles.
- Surviving repeated exposure to specific attacks or elements, which can develop corresponding Resistance Skills.
- Evolving into monster species that naturally possess certain Skills.
Skill Points Known Skills can be directly acquired by spending the required number of Skill Points. Humans and Demons maintain books and glossaries containing Skill names and effects, allowing people to learn what Skills are available for acquisition.
Proficiency Using a Skill increases its proficiency. Once enough proficiency is accumulated, the Skill gains a Level. Skills can normally reach a maximum of Level 10, after which certain Skills may evolve into higher-tier Skills or derive new Skills.
Evolution A Skill at its maximum Level may evolve when an appropriate higher-tier form exists. However, Skill evolution depends on compatibility, and insufficient compatibility can prevent evolution even when a superior Skill exists.
Integration If an individual obtains a Skill they already possess, or receives a higher-tier version of an existing Skill, the weaker Skill is integrated into the stronger one and their accumulated proficiency is combined. This commonly occurs with Skills granted through Titles.
Resistance Skills Repeatedly experiencing and surviving a specific element, condition, or attack can develop the corresponding Resistance Skill. Further exposure increases its proficiency, while Skill Points can also be used to improve it.
Types Skills are divided into numerous categories according to their function, including:
- Active Skills
- Attack Skills
- Enhancement Skills
- Magic Skills
- Resistance Skills
- Detection Skills
- Appraisal Skills
- Leadership Skills
- Evil Eye Skills
- Stat and Ability Skills
Knowledge Knowledge of a Skill is normally required before it can be purchased with Skill Points. The Unique Skill Wisdom provides knowledge of all Skills available to its user as well as extensive access to System information.
Characteristics
- Form the primary source of specialized power within the System.
- Can be acquired through Skill Points, proficiency, Titles, evolution, or specific experiences.
- Normally possess Levels from 1 to 10.
- Higher-tier Skills may evolve from sufficiently developed lower-tier Skills.
- Duplicate and inferior Skills are integrated rather than retained separately.
- #20[[📊]] Skill Pointselective
Keys: Skill Value, Soul Energy, Sukiru Pointo, Stored Skill Energy, Skill Resource, Skill Currency, Ability Points, Skill Points System, Skill-Points, Skill Point, Skill Energy, スキルポイント, Skill Purchase Points, Skillpoint, Skill Points, Points, Soul Stored Energy
<skill_points> Definition Skill Points are stored soul energy possessed by individuals within the System and are used to purchase Skills.
Acquisition Skill Points can be gained through several methods:
- Level Ups normally award approximately 20–50 Skill Points depending on species.
- Individuals naturally accumulate some Skill Points as they age.
- Monsters receive additional Skill Points through evolution.
Starting Points Native inhabitants are born with 0 Skill Points, while reincarnators may begin life with an initial amount. Known examples include:
- Kumoko: 100
- Shun: 100,000
- Katia: 50,000
- Sophia: 75,000
Purchasing Skills A Skill can be purchased by consciously thinking about the desired Skill while possessing enough Skill Points. Available Skills can be viewed by Appraising the Skill Point field of a Status.
Skill Cost The Skill Point cost of a Skill varies between individuals according to their affinity and compatibility with that Skill, as well as the Skill Level being purchased.
- Greater affinity generally results in a lower cost.
- Poor affinity or compatibility results in higher costs.
- The same Skill may therefore cost very different amounts for different individuals.
Characteristics
- Represent stored energy within the soul.
- Are awarded through Level Ups, aging, and monster evolution.
- Are consumed when purchasing Skills.
- Skill costs are individually determined rather than universally fixed.
- Skill Points can be saved instead of immediately spent on Skills that could potentially be developed through proficiency. </skill_points>
- #21[›] [🔄] Stat & Ability Skillsselective
Keys: SP Lessened Consumption, Ability Boosting Skills, Passive Stat Skill, Sanctum, Stronghold, Passive Enhancement Skill, SP Rapid Recovery, Strength, Ability Skills, Stat Skills, Status Abilities, ステータス・能力系スキル, Ability Type Skill, Ability Enhancement Skill, Numerical Attribute Skill, HP Rapid Recovery, Technique User, Monk, Life, Deva, Talisman, Sturdy, Ability Enhancement Skills, Ability Improving Skill, Skanda, Ability-Type Skills, Attribute Boost Skill, Stat Boost Skills, Stat Boosting Skill, MP Rapid Recovery, Acceleration, Herculean Strength, Ability-Type Skill, Status Ability, MP Minimized Consumption, Instant Body, Stat Boosting Skills, Stat Enhancement Skill, Stat Boost Skill, HP Auto-Recovery, Magic Hoard, Ultimate Movement, Fortitude, Magic Mass, Status Skill, Stat Improving Skill, Status Nōryoku-kei Sukiru, SP Recovery Speed, SP Minimized Consumption, Longevity, Protection, Ability Boosting Skill, MP Recovery Speed, Fortune, Persistent, Stat Enhancement Skills, MP Lessened Consumption, Ultimate Life, Stat Skill, Attribute Enhancement Skill, Instantaneous, Celestial Power, Solidity, Running, Passive Ability Skill, Ability Type Skills, Ultimate Magic, Endurance, Status Skills, HP Ultra-Fast Recovery, Ability Skill, Sutētashu Nōryoku-kei Sukiru
<stat_and_ability_skills> Definition Stat and Ability Skills are passive Skills that enhance an individual's core Stats, physical capabilities, resource efficiency, or recovery rates within the System.
Mechanics These Skills improve automatically once acquired and generally do not require active magical activation. They can increase through Skill Proficiency or by spending Skill Points.
Progression Many Stat and Ability Skills possess multiple tiers. Reaching sufficient Skill Level or proficiency can evolve a lower-tier Skill into a stronger form, greatly increasing its effect.
Examples
- HP Auto-Recovery → HP Rapid Recovery → HP Ultra-Fast Recovery
- MP Recovery Speed → MP Rapid Recovery → Height of Occultism
- MP Lessened Consumption → MP Minimized Consumption
- SP Recovery Speed → SP Rapid Recovery
- SP Lessened Consumption → SP Minimized Consumption
- Life → Longevity → Ultimate Life
- Magic Mass → Magic Hoard → Ultimate Magic → Celestial Power
- Technique User → Monk → Deva
- Protection → Talisman → Sanctum
- Instantaneous → Instant Body → Ultimate Movement
- Persistent → Endurance → Fortune
- Strength → Herculean Strength → Fortitude
- Solidity → Sturdy → Stronghold
- Running → Acceleration → Skanda
Characteristics
- Function primarily as passive enhancements.
- Improve Stats, recovery, consumption efficiency, movement, durability, or similar abilities.
- Often possess several increasingly powerful evolutionary tiers.
- Higher-tier forms can provide dramatically greater bonuses than their lower-tier equivalents.
- Permanently strengthen an individual's overall combat and survival capabilities while possessed. </stat_and_ability_skills>
- #22[›] [🔄] Attack Skillselective
Keys: Terrain Attack, Attack Skills, Deadly Poison Attack, Offensive Skill, Combat Attack Skill, Enhanced Paralysis Attack, Attack Ability Skill, 攻撃系スキル, Attack Enhancement Skill, Kogeki-kei Skill, Gale Attack, Attack Type Skill, Attack Skill, Attack Type Skills, Offensive Skills, Flame Attack, Attack Boost Skill, Attack Modifier Skill, Holy Light Attack, Magic Power Attack, Flood Attack, Earth Attack, Heavy Super-Attack, Offensive Enhancement Skill, Wind Attack, Energy Super-Attack, Heavy Attack, Black Attack, Ice Attack, Rot Attack, Damage Boost Skill, Dark Attack, Magic Power Super-Attack, Attack-Type Skills, Fire Attack, Heretic Attack, Poison Attack, Offensive Modifier Skill, Attack-Type Skill, Acid Attack, Freeze Attack, Light Attack, Energy Attack, Paralysis Attack, Damage Ability Skill, Combat Enhancement Skill, Water Attack, Offensive Ability Skill, Bolt Attack, Kōgeki-kei Sukiru, Damage Enhancement Skill, Strong Acid Attack, Lightning Attack
<attack_skills> Definition Attack Skills are offensive Skills that enhance attacks by adding energy, magical attributes, elemental effects, or harmful status properties.
Mechanics These Skills strengthen ordinary attacks by infusing them with a specific offensive effect. As proficiency increases, many Attack Skills can evolve into stronger higher-tier versions with greater power or more severe effects.
Progression Most Attack Skills possess a Tier 1 form and a stronger Tier 2 evolution.
Examples
- Energy Attack → Energy Super-Attack
- Magic Power Attack → Magic Power Super-Attack
- Fire Attack → Flame Attack
- Lightning Attack → Bolt Attack
- Water Attack → Flood Attack
- Ice Attack → Freeze Attack
- Wind Attack → Gale Attack
- Earth Attack → Terrain Attack
- Light Attack → Holy Light Attack
- Dark Attack → Black Attack
- Poison Attack → Deadly Poison Attack
- Acid Attack → Strong Acid Attack
- Paralysis Attack → Enhanced Paralysis Attack
- Heavy Attack → Heavy Super-Attack
- Rot Attack
- Heretic Attack
Characteristics
- Enhance attacks with additional offensive properties.
- Can inflict elemental, magical, physical, or status-based damage.
- Many possess stronger evolved forms.
- Higher-tier variants provide greater offensive effectiveness than their lower-tier counterparts. </attack_skills>
- #23[›] [🔄] Active Skillselective
Keys: Usable Skill, Active-Type Skills, Combat Utility Skill, Energy Conferment, Undying Commander, Activation Skill, Dragon Barrier, Activation Skills, Divine Thread Weaving, Platformer Movement, Spider Thread, Akutibu Sukiru, Manual Activation Skill, Magic Divinity, Active Skills, Continuous Energy Drain, Utility Thread, Panoptic Vision, Wyrm Power, Iron Defense, Telekinesis, Uses Active Skill, Naming, Cutting Thread, Divine Dragon Power, Dragon Power, Clairvoyance, Manual Skill, Poison Synthesis, Curse, Environmental Manipulation Skill, Poison Sting, Undying King, Magic Conferment, Ability Conferment, Activated Skill, Utility Skills, Wyrm Barrier, Battle Divinity, Poison Fang, Energy Consumption Skill, Object Manipulation Skill, Divine Dragon Barrier, External Manipulation Skill, Dimensional Maneuvering, Active Skill Activation, Medicine Synthesis, Magic Power Conferment, Poison Claw, Active Type Skills, Activated Skills, Utility Ability, Utility Skill, Activate Skill, Mental Warfare, Physical Manipulation Skill, Physical Enhancement Skill, Activating Ability, Active Abilities, Telescopic Sight, Skill Activation, アクティブスキル, Expel, Active Skill, Active-Type Skill, Usable Skills, Undying Body, Biological Manipulation Skill, Spatial Maneuvering, Jinx, Active Combat Ability, Specialized Skill, Skill Requires Activation, Thread Control, Active Ability, Active Type Skill, Magic Warfare, Psychokinesis
<active_skills> Definition Active Skills are Skills that require conscious activation to perform specialized combat techniques, physical manipulation, crafting, movement, or other utility functions.
Mechanics Active Skills are deliberately activated by the user and commonly consume energy while being used. Their effects range from altering the body and producing substances to controlling objects, manipulating thread, or moving through space.
Progression Many Active Skills possess higher-tier evolutions that improve their effectiveness or expand their capabilities.
Examples
- Poison Fang → Poison Attack
- Poison Sting
- Poison Claw
- Magic Warfare → Magic Divinity
- Mental Warfare → Battle Divinity
- Magic Power Conferment
- Magic Conferment
- Energy Conferment
- Ability Conferment
- Wyrm Power → Dragon Power → Divine Dragon Power
- Wyrm Barrier → Dragon Barrier → Divine Dragon Barrier
- Poison Synthesis
- Medicine Synthesis
- Expel
- Naming
- Telekinesis → Psychokinesis
- Spider Thread → Utility Thread → Divine Thread Weaving
- Cutting Thread
- Thread Control
- Spatial Maneuvering → Dimensional Maneuvering
- Curse → Jinx
- Undying Body → Undying Commander → Undying King
- Iron Defense
- Telescopic Sight → Clairvoyance → Panoptic Vision
Characteristics
- Require deliberate activation.
- Commonly consume energy while active.
- Include combat, utility, movement, synthesis, control, and manipulation abilities.
- Can affect the user's body, external objects, substances, or surrounding space.
- Many evolve into stronger or more specialized forms. </active_skills>
- #24[›] [🔄] Leadership Skillselective
Keys: Leadership Abilities, Dominion Skill, Forced Obedience, Tactical Skills, Battlefield Coordination, Authority Skills, Tactical Skill, Telepathic Communication, Cooperation, Coordination Skill, Creature Command, Leadership-Type Skill, Controlling Creatures, Strategic Command, Command Ability, Tōsatsu-kei Sukiru, Fartalk, Control Skills, Tactician, Command Skill, Tousatsu-kei Skill, Command Skills, Dominion Skills, Organization Skill, Controlling Followers, Long Distance Communication, Telepathy, Leadership Ability, Absolute Obedience, Egg-Laying, Control Skill, Commanding Subordinates, Leadership Type Skills, Commanding Allies, Leadership, Leadership Type Skill, Leadership Skills, Monster Command, Command Abilities, 統率系スキル, Authority Skill, Strategic Skill, Tactical Coordination, Summoning Subordinates, Command, Leadership-Type Skills, Leadership Skill, Establishing Communication Network, Kin Control, Training Creatures, Summoning, Management Skill, Creature Training, Ruler Skill, Ally Coordination
<leadership_skills> Definition Leadership Skills are Skills focused on command, coordination, communication, and control over allies, subordinates, or related creatures.
Mechanics These Skills allow users to organize groups, communicate across distance, direct subordinates, train or summon creatures, and exercise authority over connected individuals.
Progression Several Leadership Skills possess higher-tier forms that improve command range, tactical effectiveness, or control.
Examples
- Cooperation
- Leadership → Command → Tactician
- Telepathy → Fartalk
- Creature Training → Summoning
- Egg-Laying
- Kin Control
Characteristics
- Improve coordination between multiple individuals.
- Enable long-distance or mental communication.
- Support command and tactical organization.
- Can be used to train, summon, or control subordinate creatures.
- Certain Skills allow direct authority over kin or offspring. </leadership_skills>
- #25[›] [🔄] Magic Skillselective
Keys: Shadow Magic, Spatial Magic, Mahō-kei Sukiru, Light Magic Skill, Holy Light Magic, Ice Magic Skill, Magic Enhancement Skill, Inferno Magic, Gale Magic, Magic Skill, Heavy Magic, Spell Skill, Magical Calculation, Wind Magic, Fire Magic Skill, Abyss Magic, Enhanced Magic Ability, Freeze Magic, Black Magic, Magic Skill Evolution, Magic-Type Skill, Magical Skills, Spatial Magic Skill, Shadow Magic Skill, Ice Magic, Magical Skill, Magical Enhancement Skill, Spell Skills, Height of Occultism, Dark Magic, Dimensional Magic, Magical Ability Skill, Miracle Magic, 魔法系スキル, Recovery Magic, Magic Casting Skill, Magic Ability Skill, Spell Ability Skill, Precise Magic Control, Heretic Magic, Increased Magic Power, Tempest Magic, Magic Power Skill, Magic Casting Skills, Bolt Magic, Flood Magic, Poison Magic, Flame Magic, Earth Magic Skill, Earth Magic, Spellcasting Skills, Tide Magic, Spellcasting Skill, Magic Type Skill, Mahou-kei Skill, Magic Skills, Thunder Magic, Light Magic, Magic Type Skills, Healing Magic, Recovery Magic Skill, Elemental Magic Skill, Water Magic, Glacial Magic, Wind Magic Skill, Spell Manipulation Skill, Magic Power Operation, Precise Magic Power Operation, Water Magic Skill, Seismic Magic, Lightning Magic, Lightning Magic Skill, Terrain Magic, Magic Skill Growth, Magic Control Skill, Magic Skill Level Up, Spell Circle Creation, Magic-Type Skills, Magical Power Skill, Fire Magic, Long Range Magic
<magic_skills> Definition Magic Skills are System Skills that allow users to convert Magic Points (MP) into structured magical effects such as elemental attacks, healing, spatial manipulation, and other supernatural phenomena.
Mechanics Magic Skills provide the System-assisted framework needed to cast specific forms of magic. They handle the calculations, control, and energy conversion required to shape magical effects, allowing ordinary System users to perform magic through defined Skill paths.
Magic and the System Magic itself exists independently of the System as raw supernatural energy and universal principles. Magic Skills act as structured interfaces that allow System-bound individuals to safely manipulate that power through MP and predefined magical techniques.
Progression Most Magic Skills possess multiple tiers, with higher forms greatly increasing power, precision, scale, or complexity.
Examples
- Magic Power Operation → Precise Magic Power Operation → Height of Occultism
- Fire Magic → Flame Magic → Inferno Magic
- Lightning Magic → Bolt Magic → Thunder Magic
- Water Magic → Flood Magic → Tide Magic
- Ice Magic → Freeze Magic → Glacial Magic
- Wind Magic → Gale Magic → Tempest Magic
- Earth Magic → Terrain Magic → Seismic Magic
- Heavy Magic
- Heretic Magic
- Light Magic → Holy Light Magic
- Shadow Magic → Dark Magic → Black Magic
- Poison Magic
- Recovery Magic → Healing Magic → Miracle Magic
- Spatial Magic → Dimensional Magic
- Abyss Magic
Characteristics
- Consume MP to activate magical effects.
- Allow ranged, elemental, restorative, spatial, and specialized forms of magic.
- Depend on mental control and magical calculation.
- Often evolve into increasingly powerful higher-tier forms.
- Serve as the primary method through which ordinary System users perform structured magic. </magic_skills>
- #26[›] [🔄] Enhancement Skillselective
Keys: Enhancement, Damage Enhancement Skills, Attack Enhancement Skill, Modifier Skill, Ability Enhancement Skill, Enhancement Type Skill, Kyoka-kei Skill, Enhancement-Type Skills, Boosting Skills, Enhancement Skills, Offensive Enhancement Skill, Power Enhancement Skill, Power Enhancement Skills, Boosting Skill, Enhancement Ability, 強化系スキル, Combat Enhancement Skill, Amplification Skill, Parameter Enhancement Skill, Kyōka-kei Sukiru, Amplification Skills, Enhancement Skill, Enhancement Abilities, Damage Enhancement Skill, Enhancement-Type Skill, Enhancement Type Skills
- #27[›] [🔄] Perception Skillselective
Keys: Space Perception, Awareness Skill, Danger Perception, Detects Danger, Perception-Type Skill, Perception Skill, Detection Skill, Improved Perception, Parallel Thinking, Memory, Enhanced Awareness, Perception Enhancement Skill, Chikaku-kei Skill, Detection, Concentration, Detects Movement, Record, Arithmetic Processing, Detection Ability Skill, Sensory Information Processing, Thought Super-Acceleration, Reaction Perception, Sensory Skill, Perception Skills, Awareness Ability Skill, Future Prediction, Material Perception, Multiple Thoughts, Mental Processing Skill, Information Processing Skill, Heat Perception, Parallel Minds, Accelerated Thoughts, Foresight, Increased Awareness, Motion Perception, Enhanced Perception, Detects Heat, Information Analysis Skill, Sensory Enhancement Skill, 知覚系スキル, Detects Presence, Sensory Skills, Detects Magic Power, Magic Power Perception, Future Sight, Chikaku-kei Sukiru, Thought Acceleration, Awareness Skills, Awareness Boost Skill, Predicts Attacks, Observation Skills, Technique Perception, Prediction, Perception System Skill, Mental Processing Speed, Presence Perception, Faster Thinking, High-Speed Processing, Sensory Enhancement Skills, Awareness Enhancement Skill, Perception-Type Skills, Detects Materials, Cognitive Perception Skill, Appraisal, Environmental Detection, Wisdom, Sensory Processing Skill, Perception Enhancement Skills, Observation Skill, Perception Type Skill
<perception_skills> Definition Perception Skills are Skills that enhance sensory awareness, mental processing, prediction, and the interpretation of information within the System.
Mechanics These Skills expand the user's ability to detect environmental changes, perceive specific phenomena, process information, divide their thoughts, and anticipate future events. Higher-level perception can place greater strain on the user's mind and soul if their processing capacity is insufficient.
Progression Many Perception Skills evolve into broader or more powerful forms, allowing increasingly complex sensory and cognitive functions.
Examples
- Appraisal → Wisdom
- Magic Power Perception → Detection
- Technique Perception
- Material Perception
- Presence Perception
- Danger Perception
- Motion Perception
- Heat Perception
- Reaction Perception
- Space Perception
- Concentration
- Thought Acceleration → Thought Super-Acceleration
- Prediction → Foresight → Future Sight
- Parallel Thinking → Parallel Minds
- Arithmetic Processing → High-Speed Processing
- Memory → Record
Characteristics
- Enhance physical, magical, and environmental awareness.
- Improve information processing and reaction speed.
- Can predict danger or future events.
- Allow simultaneous thought processes through higher-tier Skills.
- Advanced perception requires sufficient cognitive capacity to handle the information received. </perception_skills>
- #28[›] [🔄] Resistance Skillsselective
Keys: Nullity, Damage Reduction, Resistance Proficiency, Damage Mitigation, Attribute Resistance, Nullification Skill, Resistance Growth, Resistance Skill, Nullification Skills, Resist, Resistance-Type Skill, Resistance Type Skill, Nulity, Element Resistance, 耐性, Nullifying Skill, Resistance Skills, Resistance, Nullification, Damage Resistance, Physical Resistance, Taisei-kei Sukiru, Magical Resistance, Nullify, Nullification Effect, Defensive Modifier, Resistance-Type Skills, Nullified, Resisted, Immunity, Resistance Type Skills, Status Resistance, Defensive Enhancement
<resistance_skills> Definition Resistance Skills are defensive Skills that reduce damage or harmful effects from specific attributes and conditions. They are separate from the Average Resistance Ability stat.
Mechanics Most Resistance Skills reduce damage from their corresponding attribute. Pain Resistance/Mitigation and Fear Resistance function differently, instead reducing pain or fear-related effects. Resistance Skills do not directly increase Average Resistance Ability. Individual attribute resistances exist separately and can be examined in detail through Wisdom.
Proficiency Resistance Skill Proficiency can be increased through several methods:
- Receiving damage from the corresponding attribute.
- Increasing species Level while possessing the corresponding Attack Skill.
- Spending Skill Points.
- Evolving into an appropriate species.
- Using Skills of the corresponding attribute. The Ruler of Perseverance Title increases Resistance Skill Proficiency, while Skills such as Demon Lord and Undying Body provide additional resistance benefits.
Progression Many Resistance Skills progress through three stages: Resistance, Super-Resistance, and Nullification. Nullification raises the corresponding resistance value to 99,999. Characteristics
- Protect against specific damage attributes or status effects.
- Are distinct from the Average Resistance Ability stat.
- Improve through exposure, Skill Points, evolution, and related Skill use.
- Higher tiers provide progressively stronger protection.
- Nullification represents the highest defensive tier for many resistance lines. </resistance_skills>
- #29[›] [🔄] Passive Skillselective
Keys: Thread Genius, Swordsmanship, Constant Skills, Innate Skill, Night Vision, Natural Ability Skill, Automatic Skills, Passive Modifier Skill, Passive Ability, Perception Expansion, Swimming, Passive Skill Category, Heavy Armor, Athletics, Ore Body, Olfactory Enhancement, Immortality, Throw, Steel Body, Passive Enhancement Skill, Stealth, Threadsmanship, Passive Skill, Always Active Skill, Hit, Scythemanship, Taste Enhancement, パッシブスキル, Sword Mastery, Continuous Skill, Concealment, Evasion, Background Skill, Shell, Continuous Skills, Camouflage, Probability Correction, Divine Scales, High-Speed Swimming, Vision Enhancement, Passive Skills, Passive System Skill, Permanent Skill, Sword Hero, Tyrant, Constant Skill, Passive-Type Skill, Martial Arts Mastery, Imperial Scales, Ultra Steel Body, Automatic Skill, Passive Type Skill, Emperor, Intimidation, Expel, Permanent Skills, Heatless, Passive-Type Skills, High-Speed Flight, Always Active Skills, Hard Armor, Flight, Probability Super-Correction, Silence, Five Senses Super-Enhancement, Passive Type Skills, Five Senses Enhancement, Auditory Expansion, Pashibu Sukiru, Passive Abilities, Innate Skills, Shieldsmanship, Dragon Scales, Tactile Enhancement, Auditory Enhancement, Vision Expansion, Odorless
<passive_skills> Definition Passive Skills are Skills that function automatically without conscious activation, continuously enhancing an individual's physical abilities, senses, combat proficiency, movement, stealth, or defensive traits.
Mechanics Once acquired, Passive Skills remain active without requiring deliberate use or continuous energy expenditure. Their effects directly reinforce the user's natural capabilities and specialized proficiencies.
Progression Many Passive Skills possess higher-tier evolutions that greatly improve their effectiveness or expand the abilities they provide.
Examples
- Vision Enhancement → Five Senses Enhancement → Five Senses Super-Enhancement
- Auditory Enhancement
- Olfactory Enhancement
- Tactile Enhancement
- Taste Enhancement
- Throw → derives Expel
- Hit → derives Probability Correction
- Evasion
- Probability Correction → Probability Super-Correction
- Camouflage → Concealment
- Stealth
- Silence
- Odorless
- Heatless
- Night Vision → derives Vision Expansion
- Vision Expansion → Perception Expansion
- Auditory Expansion
- Dragon Scales → Imperial Scales → Divine Scales
- Shell → Hard Armor → Heavy Armor
- Ore Body → Steel Body → Ultra Steel Body
- Immortality
- Intimidation → Tyrant → Emperor
- Flight → High-Speed Flight
- Swimming → High-Speed Swimming
- Swordsmanship → Sword Mastery → Sword Hero
- Threadsmanship → Thread Genius
- Shieldsmanship
- Scythemanship
- Athletics → Martial Arts Mastery
Characteristics
- Operate automatically once acquired.
- Require no conscious activation.
- Provide continuous physical, sensory, defensive, stealth, movement, or combat enhancements.
- Can grant proficiency with specific weapons or techniques.
- Many evolve into stronger higher-tier forms. </passive_skills>
- #30[›] [🔄] Other Skillselective
Keys: Other Type Skills, Other-Type Skill, Unique Skill Category, Other-Type Skills, Miscellaneous Skills, Special Skills, Miscellaneous Skill, Tarot, Seven Deadly Sins, Other Skills, System Skill, Special Skill, Four Horsemen, Other Type Skill, Ruler Skill, Other Skill, Tarot Card
<other_skills> Definition Other Skills are miscellaneous or highly specialized Skills that do not fit cleanly into the System's standard Skill categories. Their functions, themes, and acquisition methods can vary greatly.
Variety Other Skills may be built around unusual concepts, symbolic systems, personal themes, or unique authorities rather than conventional combat or utility roles.
Examples may include:
- Ruler Skills
- Seven Deadly Sins-themed Skills
- Four Horsemen-themed Skills
- Tarot-themed Skills
- Unique conceptual or symbolic Skills
Ruler Skills Certain unique Skills are granted through Ruler Titles. Possessing the Skill alone is not enough to access its full authority.
Ruler Authority To activate a unique Skill granted by a Ruler Title, the user must first establish their Ruler Authority. The method for establishing Ruler Authority becomes known upon reaching Taboo Level 10.
Characteristics
- Highly varied in function and theme.
- May possess unique activation conditions.
- Can operate through special authorities or conceptual effects.
- Some are directly connected to Titles rather than ordinary Skill progression.
- Their mechanics may differ significantly from standard Skill categories. </other_skills>
- #31[⤷] Evil Eyesselective
Keys: Magic Eyes, Ocular Ability, Evil-Eyes, Jagan, Gaze Skill, Eye Skill, Mystic Eye, Eye-Based Magic, Ocular Magic Skill, Evil Eye Skill, 邪眼, Gaze Ability, Evil Eye Ability, Evil Eye Skills, Evil-Eye, Eye-Type Skill, Cursed Eyes, Magic Eye, Magical Eyes, Curse Eye, Evil Eye, Curse Eyes, Magical Eye, Evil Eye Magic, Status Effect Eye, Special Eyes, Evil Eyes, Mystic Eyes, Cursed Eye, Evil Eye Abilities
<evil_eyes> Definition Evil Eyes are specialized ocular Magic Skills that inflict curses, mental effects, or status conditions upon targets through the user's gaze.
Mechanics Evil Eyes affect targets within the user's field of vision without requiring projectiles or spoken incantations. Depending on the Skill, their effects may be activated deliberately or maintained continuously after activation.
Progression Several Evil Eyes possess higher-tier evolutionary forms that strengthen or alter their effects.
Examples
- Cursed Evil Eye → Jinx Evil Eye
- Annihilating Evil Eye
- Paralyzing Evil Eye → Inert Evil Eye
- Petrifying Evil Eye
- Heavy Evil Eye → Repellent Evil Eye
- Warped Evil Eye
- Discomforting Evil Eye
- Phantom Pain Evil Eye
- Maddening Evil Eye
- Charming Evil Eye
- Hypnotizing Evil Eye
- Fearful Evil Eye
Effects Evil Eyes can inflict physical, sensory, psychological, or status-based effects, including paralysis, petrification, pain, madness, charm, hypnosis, fear, and other curses.
Characteristics
- Function through direct visual targeting.
- Do not require a projectile to reach the target.
- Can rapidly inflict status or mental effects.
- Certain variants possess stronger evolved forms.
- Classified as a specialized branch of Magic Skills. </evil_eyes>
- #32[⤷] Appraisalselective
Keys: Appraisal Ability, Analysis Ability, Appraisal Skill, Analysis Skill, Evaluation Ability, Identification Ability, Appraisal Skills, Appraise, Kantei, Appraisal-Type Skill, Object Analysis Skill, Appraising, Analyze Skill, Appraisal System Skill, Information Analysis Skill, Appraisal Abilities, Identification Skill, Information Gathering Skill, Evaluation Skill, Status Analysis Skill, Inspection Skill, Data Analysis Skill, Appraisals, Examine Skill, Inspect Skill, 鑑定, Appraisal, Examination Ability, Assessment Skill, Appraisal Type Skill, Appraises
Definition Appraisal is a Perception Skill that retrieves System information about people, monsters, objects, and eventually non-physical information.Mechanics Appraisal sends information directly to the user's mind. Its accuracy and depth increase dramatically with Skill Level, while low-level use can cause headaches and mental strain. Frequent use quickly builds Skill Proficiency.
Levels
- Level 1: Reveals only the target's basic name or type and commonly causes headaches.
- Level 2: Reveals the target's species.
- Level 3: Reveals the target's Level and allows Appraisal of displayed information.
- Level 4: Reveals HP, MP, and SP status bars and basic energy condition.
- Level 5: Reveals general Status conditions or quality, such as Weak.
- Level 6: Reveals exact HP, MP, SP values and Average Abilities.
- Level 7: Reveals acquired Skills and their Levels.
- Level 8: Reveals Skill Proficiency changes, bonuses, and Skill Point information.
- Level 9: Reveals Titles.
- Level 10: Reaches maximum proficiency and provides the Skill's full Appraisal capability.
Information At sufficiently high Levels, Appraisal can reveal:
- Name and species.
- Level.
- HP, MP, and SP.
- Status conditions.
- Average Offense, Defense, Magic, Resistance, and Speed Abilities.
- Skills and Skill Levels.
- Skill Proficiency information.
- Skill Points.
- Titles.
- Detailed information about displayed System values.
Limitations
- Appraisal has a maximum effective range.
- Low-level use can cause significant mental strain.
- Targets can sense when they are being Appraised.
- Ruler Titles can block Appraisal attempts by using their Divinity Field.
- Most Humans rely on Appraisal Stones rather than personally training Appraisal due to its strain and social implications.
Society Using Appraisal on another person without permission is considered an invasion of privacy in Human society. Monsters may also become hostile when they sense an Appraisal attempt.
Evolution Appraisal has no normal direct evolution. It can instead be integrated into the Ruler Skill Wisdom, which incorporates and greatly expands its information-gathering functions.
- #33[⤷] Detectionselective
Keys: Detect Skill, System/Skill Detection, Detection Skill, System Detection, Detection, Detection Skills, Detection Abilities, Detection Ability, Detection Type Skill, Detect Skills, Detection-Type Skill
Definition Detection is a Perception Skill that combines multiple sensory Skills into a single ability, allowing the user to simultaneously perceive magical, physical, spatial, and environmental information.Integrated Skills Detection combines:
- Magic Power Perception
- Technique Perception
- Material Perception
- Presence Perception
- Danger Perception
- Motion Perception
- Heat Perception
- Reaction Perception
- Space Perception
Mechanics When Detection is active, its component Perception Skills cannot be activated separately because their functions are already being used simultaneously through Detection.
Perception Detection greatly expands environmental awareness by continuously processing several different forms of sensory information at once.
Limitations
- Activating Detection places extreme mental strain on the user.
- Simultaneous sensory input can cause severe migraines.
- Perception Skills associated with Detection can inflict the Heresy Attribute effect Phantom Pain.
- Effective use requires sufficient mental processing capacity to handle the large amount of information received.
Characteristics
- Consolidates numerous Perception Skills into one.
- Provides broad multi-layered environmental awareness.
- Processes several forms of sensory information simultaneously.
- Can be extremely difficult or painful to use without sufficient cognitive ability.
- #34[⤷] Prideselective
Keys: Gōman, 矜持, Pride Skill, Pride, 傲慢, 欲求, Ruler Skill: Pride, Dignity, Pride Skills, Ruler Skill Pride, Desire, Pridefully, Goman, Sin Skill: Pride, Prideful, Sin Skill Pride
Definition Pride is one of the Seven Deadly Sins, representing excessive self-importance, superiority, ambition, and the elevation of oneself above others or natural limits. Within the System, its Skill line embodies relentless advancement and the desire to rise beyond one's assigned existence.Concept Pride centers on self-exaltation and the refusal to remain beneath others. Rather than simple confidence, it represents the conviction that one's own worth, power, or potential should stand above all limitations.
Skill Progression
- Tier 1: Desire (欲求)
- Tier 2: Dignity (矜持)
- Tier 3: Pride (傲慢)
Abilities Upon acquiring Pride:
- Experience Point gain is greatly increased.
- Skill Proficiency gain is greatly increased.
- Growth capacity for every Ability is improved.
- Grants n% of the power required to reach godhood.
- Allows the user to surpass the normal limits of the W System.
- Enables interference with the MA Field.
Correlation Pride's abilities reflect its underlying sin by accelerating personal growth beyond ordinary limits. Increased EXP, Proficiency, and Ability growth embody the user's drive to continually elevate themselves, while surpassing the W System and approaching godhood represent Pride taken to its extreme: refusing even the boundaries imposed upon one's existence.
- #35[⤷] Slothselective
Keys: Slothfully, Sin Skill Sloth, 休, Indolence, Taida no, Sloth, 怠惰, Sloth Skill, Sin Skill: Sloth, Rest, Taida, 無精, Slothful, Sloth Skills, Ruler Skill: Sloth, Ruler Skill Sloth
Definition Sloth is one of the Seven Deadly Sins, representing apathy, indifference, neglect, and the refusal to act or grow despite possessing the ability to do so. Within the System, its Skill line embodies decline, stagnation, and the wasting away of surrounding life and energy.Concept Sloth is not merely physical laziness. It represents a deeper absence of care, purpose, or motivation, where action is abandoned and potential is allowed to decay. Its nature is defined more by omission and neglect than active destruction.
Skill Progression
- Tier 1: Rest (休)
- Tier 2: Indolence (無精)
- Tier 3: Sloth (怠惰)
Abilities Indolence:
- Increases the rate at which a target's HP, MP, and SP decrease.
Sloth:
- Grants n% of the power required to reach godhood.
- Drastically multiplies the reduction of surrounding System numerical values, excluding the user's own.
- Allows the user to surpass the normal limits of the W System.
- Enables interference with the MA Field.
Correlation Sloth's abilities reflect its underlying sin through passive deterioration rather than direct aggression. HP, MP, SP, and other System values are allowed to drain away at an accelerated rate, embodying neglect, exhaustion, and gradual collapse. Rather than creating power through action, Sloth imposes stagnation and decay upon everything around the user while leaving the user untouched.
- #36[⤷] Wrathselective
Keys: Rage, Wrathfully, Wrath Skill, Ruler Skill: Wrath, Anger, Sin Skill Wrath, Funnu, 怒, 激怒, Fundo, Sin Skill: Wrath, Wrathful, Ruler Skill Wrath, Wrath, 憤怒, Wrath Skills
Definition Wrath is one of the Seven Deadly Sins, representing uncontrolled anger, hatred, vengeance, and the surrender of reason to violent emotion. Within the System, its Skill line embodies overwhelming physical power gained at the cost of mental stability and self-control.Concept Wrath goes beyond ordinary anger. It represents fury that overwhelms judgment, allowing resentment, hatred, and the desire to retaliate to dominate the mind. Its defining trait is the loss of reason beneath increasingly destructive emotion.
Skill Progression
- Tier 1: Anger (怒)
- Tier 2: Rage (激怒)
- Tier 3: Wrath (憤怒)
Abilities Anger:
- Massively increases physical Stats.
- Inflicts the Madness status condition on the user.
Wrath:
- Greatly increases the user's Stats.
- Requires no MP or SP to maintain.
- Causes the user to lose their mind.
- Prolonged use gradually erodes self-awareness.
Correlation Wrath's abilities reflect its underlying sin by converting uncontrollable rage directly into physical power. As anger intensifies, the user's Stats rise while rational thought and self-awareness deteriorate. The Skill therefore embodies Wrath's central nature: immense destructive strength achieved by allowing fury to completely overpower reason and self-control.
- #37[⤷] Gluttonyselective
Keys: Satiation, 飽食, Gluttonously, Boshoku, Bōshoku, Gluttony, 過食, 暴食, Sin Skill Gluttony, Gluttony Skills, Gluttony Skill, Gluttonous, Sin Skill: Gluttony, Overeating, Ruler Skill: Gluttony, Ruler Skill Gluttony
Definition Gluttony is one of the Seven Deadly Sins, representing excessive consumption, insatiable appetite, and the surrender of moderation to physical desire. Within the System, its Skill line embodies consuming beyond natural limits and converting what is eaten into stored energy.Concept Gluttony goes beyond ordinary hunger. It represents an uncontrolled desire to consume beyond necessity, allowing appetite and excess to override restraint and natural bodily limits.
Skill Progression
- Tier 1: Overeating (過食)
- Tier 2: Satiation (飽食)
- Tier 3: Gluttony (暴食)
Abilities Overeating:
- Allows the user to consume food beyond normal limits.
- Stores resulting stamina as surplus.
- Stored surplus causes proportional weight gain.
- Maximum stored stamina increases with Skill Level.
Satiation:
- Allows consumption beyond normal limits.
- Restores HP, MP, and SP through consumption.
- Stores excess as pure energy.
- Stored energy does not cause weight gain.
- Maximum storage increases with Skill Level.
Gluttony:
- Grants n% of the power required to reach godhood.
- Allows the user to consume virtually anything.
- Converts consumed matter into stored pure energy.
- Allows the user to surpass the normal limits of the W System.
- Enables interference with the MA Field.
Correlation Gluttony's abilities reflect its underlying sin through limitless consumption and accumulation. Each stage progressively removes the body's natural restrictions on eating, eventually allowing anything to be devoured and converted directly into usable energy. The Skill embodies Gluttony's central nature: an appetite that continually consumes beyond necessity, limitation, or moderation.
- #38[⤷] Lustselective
Keys: Sin Skill: Lust, Sin Skill Lust, Shikiyoku, Ruler Skill: Lust, Shokuyoku, Lustful, Ruler Skill Lust, Lust Skills, 色欲, Lustfully, Lust Skill, Lust
Definition Lust is one of the Seven Deadly Sins, representing uncontrolled sexual desire, objectification, and the pursuit of physical gratification at the expense of reason and genuine connection. Within the System, its Skill line embodies attraction, temptation, and control over the desires of others.Concept Lust goes beyond ordinary attraction or romantic desire. It represents allowing sexual appetite to override self-control, reducing others to objects of personal gratification rather than treating them as complete individuals.
Skill Progression
- Tier 1: Crude (淫技)
- Tier 2: Depraved (堕淫)
- Tier 3: Lust/Lustful (色欲)
Abilities Lust:
- Grants the highest rank of the Charm Skill.
- Allows the user to exert extremely powerful supernatural attraction and influence over others.
Correlation Lust's abilities reflect its underlying sin through the manipulation of attraction and desire. Rather than merely experiencing uncontrolled craving, the Skill externalizes that nature by compelling others through Charm, turning desire itself into a means of influence and control.
- #39[⤷] Envyselective
Keys: Shitto no, Sin Skill: Envy, 妬心, Envy, Ruler Skill: Envy, 嫉妬, Envy Skills, Jealousy, Envious, Sin Skill Envy, Envy Skill, Spite, Ruler Skill Envy, Shitto, 羨望, Enviously
Definition Envy is one of the Seven Deadly Sins, representing resentment toward another person's advantages, talents, success, or possessions and the desire to see those advantages diminished. Within the System, its Skill line embodies depriving others of the abilities that make them superior.Concept Envy is not simply wanting what another person has. It is resentment toward the fact that they possess something desirable at all, often turning another person's strengths or success into a source of personal bitterness.
Skill Progression
- Tier 1: Spite (羨望)
- Tier 2: Jealousy (妬心)
- Tier 3: Envy (嫉妬)
Abilities Jealousy:
- Disables a limited number of the target's Skills.
Envy:
- Disables the target's Skills.
- Cannot be resisted.
Correlation Envy's abilities reflect its underlying sin by stripping others of the qualities and advantages they possess. Rather than improving the user's own power, the Skill suppresses the target's Skills, embodying Envy's desire to diminish another person instead of accepting their superiority or success.
- #40[⤷] Greedselective
Keys: 強欲, Snatch, Greedily, Greed Skills, 奪取, Ruler Skill: Greed, Greed, Ruler Skill Greed, Greedy, Sin Skill Greed, Usurp, Gōyoku, Goyoku, 簒奪, Greed Skill, Sin Skill: Greed
Definition Greed is one of the Seven Deadly Sins, representing an insatiable desire to acquire, possess, and accumulate wealth, power, or other advantages beyond necessity. Within the System, its Skill line embodies taking power directly from others for the user's own benefit.Concept Greed goes beyond ordinary desire or ambition. It represents the belief that what one possesses is never enough, driving continual acquisition even at the expense of others.
Skill Progression
- Tier 1: Snatch (奪取)
- Tier 2: Usurp (簒奪)
- Tier 3: Unknown (強欲)
Abilities Tier 3:
- When the user kills another individual, a random portion of the target's power is taken.
- The stolen power may include Status values, Skill Proficiency, Skill Points, or similar System-based attributes.
Correlation Greed's abilities reflect its underlying sin through acquisition by deprivation. Rather than merely increasing the user's power naturally, the Skill takes what belonged to others and adds it to the user's own accumulation. Its progression from Snatch to Usurp embodies Greed's central nature: continuously taking more power because possessing enough is never sufficient.
- #41[🏷️]────↓Attribute↓────[🏷️]selective
Keys: System Attribute, Physical Attributes, Cutting, Heresy, Rage, Discomfort Effect, Atoribyūto, Water, Attribute System, Piercing, Curse, Heavy, Status Attribute, Status Attributes, System Attributes, Earth, アトリビュート, Magical Attributes, Charmed Effect, Madness Effect, Petrification, Dark, Sleep, Rot, Paralysis, Attribute, Poison, Attributes, Impact, Rend Soul, Brainwashed Effect, Wind, Physical Attribute, Magical Attribute, Damage Attribute, Shock, Lightning, Stupefaction Effect, Phantom Pain Effect, Hypnotized Effect, Destruction, Fire, Ice, Light, Damage Attributes, Space, Fear Effect, Acid
Definition Attributes classify the different types of damage and Status Conditions recognized by the System. Physical attributes are resisted by Defense Ability, while magical attributes are resisted by Resistance Ability.Mechanics Each individual possesses separate defenses and resistances for specific attributes. Status appraisal displays these values as averaged Defense and Resistance Abilities. Resistance Skills increase protection against their corresponding attributes, while Nullification Skills raise the relevant resistance to 99,999. Damage is determined by System values rather than conventional physical properties, meaning different attributes can inflict comparable damage regardless of their real-world nature.
Affinity Individuals possess different affinities for magical attributes, influencing their compatibility with corresponding forms of magic. Affinities can also be altered by certain Titles.
Physical Attributes
- Destruction
- Cutting
- Piercing
- Impact
- Shock
Magical Attributes
- Fire
- Water
- Ice
- Wind
- Earth
- Lightning
- Light
- Dark
- Poison
- Space
- Heavy
- Curse
Heresy Attributes Heresy attributes directly affect the soul and are resisted through Heresy Resistance.
- Rend Soul
- Hypnotized
- Brainwashed
- Charmed
- Madness
- Discomfort
- Phantom Pain
- Fear
- Stupefaction
Other Attributes
- Paralysis
- Petrification
- Sleep
- Acid
- Rot
Characteristics
- Attributes determine the nature of damage and Status Conditions.
- Physical attributes are governed by Defense.
- Magical attributes are governed by Resistance.
- Individual attribute defenses can differ greatly from their displayed averages.
- Resistance and Nullification Skills provide specialized protection against specific attributes.
- #42[›] [🏷️] Status Conditionselective
Keys: System Effects, Negative Status Effect, Jōtai Ijō, Conditions, Status Conditions, Afflicted by Petrification, Immune to Status Conditions, System Status Conditions, Status Debuff, Afflicted by Paralysis, System Condition, Affliction, Anti-Magic Status, Status Condition Activated, Abnormal Statuses, System Status Condition, Joutai Ijou, Condition Effects, Sealing Status, 状態異常, Poison Status, Sleep Status, Status Ailment, Status Condition, Afflicted by Sleep, Curse Status, Resisting a Status Condition, Status Abnormalities, Status Condition Applied, Paralysis Status, Status Effect Resistance, Status Condition Resistance, Abnormal Status, Afflictions, Status Debuffs, Petrification Status, Negative Status Effects, Status Abnormality, Status Ailments, Inflicted with a Status Condition, Status Effect Duration, Status Effect, Negative Condition Applied, Afflicted by Poison, Status Condition Enhancement, Condition Effect, Condition, Combat Conditions, Afflicted by Curse, Combat Condition, Status Effects, Removing a Status Condition
<status_conditions> Definition Status Conditions are System-enforced ailments that negatively affect an individual's body, Stats, Skills, or magical capabilities.
Resistance Most Status Conditions possess a corresponding Resistance Skill that reduces or prevents their effects. Conditions without specialized resistance can generally be resisted through Status Condition Resistance.
Types
- Poison
- Paralysis
- Petrification
- Sleep
- Curse
- Sealing
- Anti-Magic
Status Condition Skills Status Condition Enhancement strengthens conditions without dedicated Enhancement Skills, while Status Condition Resistance provides protection against conditions without specialized Resistance Skills. </status_conditions>
- #43[→] [🚥] Poisonselective
Keys: Poison, Venom, Poison Status, Poison Damage, Poison Type, Poisoned, Poison-Type, Poison Attribute Type, Poison Effect, Poison Attribute, Venomous, Toxicity, Toxic, Poisoning
Definition Poison is a Status Condition that inflicts continuous damage over time.Mechanics Internal poison, such as poison that is ingested or injected, causes greater damage than poison applied externally to the skin. External poison can gradually enter the body, with vulnerable areas such as the eyes allowing faster penetration.
Related Skills
- Poison Fang
- Poison Sting
- Poison Claw
- Poison Attack
- Poison Enhancement
- Poison Magic
- Poison Synthesis
- Poison Resistance
- #44[→] [🚥] Paralysisselective
Keys: Paralysis, Paralysis Attribute, Paralysis Status Effect, Paralysis Effect, Paralyzed, Paralysis Type, Inert, Paralysed, Mahi, Paralysis Status, 麻痺, Paralysis-Type, Paralysis Debuff, Paralysis Condition
Definition Paralysis is a Status Condition that restricts movement, eventually rendering the afflicted completely immobile.Mechanics Paralysis takes time to fully develop, with its progression determined by the target's resistance, overall Level, and the strength of the effect. Once fully applied, the target cannot move for the duration of the condition.
Inert Inert is the higher form of Paralysis, combining the Paralysis and Time attributes. Once fully applied, it produces a time-freezing effect on the target.
Related Skills
- Paralysis Attack
- Paralysis Enhancement
- Poison Magic
- Poison Synthesis
- Paralyzing Evil Eye
- Inert Evil Eye
- Paralysis Resistance
- #45[→] [🚥] Petrificationselective
Keys: Petrification Effect, Object Becomes Stone, Petrification Attribute, Turns Into Stone, Stoneification, Petrification Spreads, Turned Into Stone, Petrification, Petrification Resistance, Petrifies Target, Stone Conversion, Petrified, Stone Transformation Begins, Petrification Immunity, Body Becomes Stone, Petrification Type, Stone Transformation, Resists Petrification, Petrification Status, Petrification Rate, Petrify, Petrification Effect Activated, Petrification-Type, Causes Petrification
Definition Petrification is a Status Condition that transforms affected targets into stone and can affect both living beings and non-organic objects.Mechanics Petrification spreads outward from the initial point of impact. Its rate and maximum spread depend on the effect's power and the target's resistance.
Related Skills
- Petrification Enhancement
- Petrifying Evil Eye
- Petrification Resistance
- #46[→] [🚥] Sleepselective
Keys: Rest Effect, Sleep Affliction, Exhaustion, Sleep Attribute, Fatigue Effect, Sleep Type, Sleep Resistance Effect, Sleep-Type, Forced Sleep, Exhaustion Effect, Sleep, Sleep Effect, Sleep Status, Rest Condition, Sleeping, Sleep Debuff, Sleep State, Sleep Condition, Fatigue, Sleep Induction, Sleep Status Effect, Exhausted
Definition Sleep is a Status Condition that causes exhaustion and forces the afflicted individual to fall asleep.Resistance Exhaustion Resistance reduces the amount of sleep required to remain fully functional. At complete nullification, the individual no longer requires sleep.
Related Skills
- Sleep Enhancement
- Exhaustion Resistance
- #47[→] [🚥] Curseselective
Keys: Cursing, Curse Effect, Jinx, 呪い, Curse Skill, Curse Status, Cursed, Hex, Curse-Type, Curse Attribute, Curses, Noroi, Curse, Curse Type, Curse Ability
Definition Curse is a Status Condition that gradually drains the target's resources and weakens their Stats.Effects
- Continuously drains HP, MP, and SP.
- Gradually reduces other Stats by up to half their normal values.
Evolution Curse can evolve into Jinx, which transfers the HP, MP, and SP drained from targets to the user.
Related Skills
- Curse
- Jinx Magic
- Cursed Evil Eye
- #48[→] [🚥] Sealingselective
Keys: Skill Seal, Sealing, Ability Sealing, Skill Seals, Seal Effect, 封印, Seal, Skill Sealing, Skill Sealing Effect, Ability Seal, Ability Seals, Sealing Attribute, Sealing Effect, Fūin, Sealed
Definition Sealing is a Status Condition that temporarily disables an afflicted individual's Skills.Mechanics Standard Sealing randomly disables Skills according to the strength of the effect. The time required for Sealing to activate is influenced by the target's resistance.
Envy The Envy Skill series possesses a specialized form of Sealing that targets only one Skill but allows the user to choose which Skill is sealed. Increasing its Level reduces activation time, and its Sealing effect cannot be resisted.
Related Skills
- Spite
- Jealousy
- Envy
- Sealing Evil Eye
- #49[→] [🚥] Anti-Magicselective
Keys: Anti Magic Attribute, Magic Suppression, Magic Reduction, Magic Negation, Anti-Magic Attribute, Anti Magic Effect, Magic Inhibition, 魔法無効化, Anti-Magic, Anti-Magic Effect, Anti Magic
<anti_magic> Definition Anti-Magic is a Status Condition that interferes with an afflicted individual's ability to use magic.
Effects Anti-Magic makes magic more difficult to invoke and reduces the power of successfully cast magic.
Related Skills
- Anti-Magic Evil Eye
- Envy
Envy Envy additionally allows the user to destroy magical formations within their line of sight. </anti_magic>
- #50[🔖]────↓Title↓────[🔖]selective
Keys: Granted a Title, Puppet User, Shōgō, Ruler of Temperance, Title Acquisition, Dragon Slayer, Ruler of Charity, Monster Slayer, Ruler of Envy, Champion, Savior, Ruler of Gluttony, Acquired a Title, Dragon, System Title, System Title System, Commander, Master of Madness, 称号, Fairy Slayer, Titled, Dragon Slaughterer, Human Calamity, Ruler of Wrath, Ruler of Lust, Title Effect, Human Slayer, Thread User, Ancient Divine Beast, Ally Killer, Subjugated by the Hero, Received a Title, Achievement, Demon Calamity, Foul Feeder, Guardian, Fearbringer, Originator, Shogo, Human Slaughterer, Assassin, Ruler of Diligence, System Titles, Demon Slayer, Sword God, Ruler of Pride, Merciless, Title Requirement, Monster Calamity, Obtained a Title, Medicine Alchemist, Vampire, Title Condition, ショウゴ, Master Killer, Hero, Ruler Title Acquired, Demon Slaughterer, Wyrm Slayer, System Awarded Title, Kin Eater, Lord, Monster Slaughterer, Title Unlocks Skills, Ruler of Humility, Ruler of Mercy, Title Grants Skills, Saint, Title, Fairy Calamity, Ruler of Sloth, Hidden Title, Hunting Title Acquired, Demon Lord, Fairy Slaughterer, Wyrm Calamity, Country Destroyer, Progenitor, Ruler of Perseverance, Earned a Title, Poison Technique User, Ruler of Chastity, Wyrm Slaughterer, Title System, Title Reward, Special Title Requirement, Titles, Rescuer, Ruler of Greed
Definition Titles are System-granted designations acquired by fulfilling specific conditions. Unlike Skills purchased with Skill Points or developed through proficiency, Titles are awarded automatically without requiring an equivalent cost.Acquisition Titles are obtained by satisfying specific conditions, such as repeated actions, accomplishments, combat achievements, behavioral patterns, acquiring certain Skills, or receiving recognition from the System or an Administrator.
Rewards Acquiring a Title commonly grants two Skills, often at Level 1. Titles may also provide unique effects, Stat or Ability bonuses, attribute affinities, proficiency modifiers, or other System benefits.
Normal Titles Normal Titles recognize accomplishments, behaviors, professions, conditions, or special statuses. Examples include:
- Foul Feeder
- Kin Eater
- Assassin
- Poison Technique User
- Thread User
- Merciless
- Commander
- Fearbringer
- Dragon
- Vampire
- Progenitor
- Originator
- Rescuer
- Medicine Alchemist
- Saint
- Savior
- Guardian
- Demon Lord
- Hero
- Champion
- Ally Killer
- Master Killer
- Sword God
- Country Destroyer
Hunting Titles Hunting Titles are awarded for defeating sufficient numbers of particular types of creatures. Higher stages provide increasingly powerful bonuses against their corresponding targets. Examples include:
- Monster Slayer
- Monster Slaughterer
- Monster Calamity
- Human Slayer
- Human Slaughterer
- Human Calamity
- Demon Slayer
- Demon Slaughterer
- Demon Calamity
- Fairy Slayer
- Fairy Slaughterer
- Fairy Calamity
- Wyrm Slayer
- Wyrm Slaughterer
- Wyrm Calamity
- Dragon Slayer
- Dragon Slaughterer
Ruler Titles Ruler Titles are obtained by acquiring corresponding Ruler Skills. They provide significant Stat growth, Skill Proficiency corrections, additional Skills, and Ruling Class privileges.
Seven Deadly Sins
- Ruler of Pride
- Ruler of Sloth
- Ruler of Gluttony
- Ruler of Wrath
- Ruler of Greed
- Ruler of Lust
- Ruler of Envy
Seven Virtues
- Ruler of Perseverance
- Ruler of Charity
- Ruler of Mercy
- Ruler of Temperance
- Ruler of Diligence
- Ruler of Humility
- Ruler of Chastity
Characteristics
- Awarded automatically when their acquisition conditions are fulfilled.
- Commonly grant Skills without requiring Skill Points or proficiency.
- May provide permanent effects, bonuses, affinities, or special privileges.
- Multiple Titles can be possessed simultaneously.
- Ruler Titles provide exceptionally powerful System benefits.
Rule Titles are not granted casually or for isolated actions. Their conditions usually require a meaningful level of proficiency, repetition, achievement, or demonstrated behavior before the System recognizes them; performing something once is generally not enough unless that specific Title explicitly has a one-time condition.
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