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So I'm a Spider, So What 🕸️

Lorebook

A highly detailed lorebook for "So I’m a Spider, So What?" containing 200 entries!from Chub

on Chubarchived

Tokens: 2,748 permanent · Lorebook: up to 1,024 tokens triggered, 40,869 across all entries · estimated prompt budget 3,772

Description on Chubfrom Chub

A very fun read! Even though I didn't finish... well, kinda

Listed as “So I'm a Spider, So What? 🕸️”

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So I'm a Spider, So What 🕸️

200 entries · scan depth 4 · budget 6,000 tokens · recursive scanning off

So I'm a Spider, So What 🕸️

Book settings
  1. #1⚠️⛔READ THIS⛔⚠️

    Keys: ™【shycat4】

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

    Entry settings

    ™【shycat4】

  2. #2═══════[Setting]═══════

    Always on · Selective · After character · Order 10 · 100%

    Entry settings

    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. #3[☰] World Setting [☰]

    Always on · Selective · Depth 4 · role not set · Order 10 · 100%

    Entry settings

    <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.
    1. 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.

    1. 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. #4[☰] Writing Style [☰]

    Always on · Selective · Depth 4 · role not set · Order 10 · 100%

    Entry settings

    <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. #5═══════[System]═══════

    Keys: Echo Within the Consciousness, Racial Evolution Announcement, Divine Voice, Voice of The World, Title Acquisition Announcement, Shisutemu, Titles, Words of the World, Skills, Skill Gain, Evolution Announcement, Skill Acquisition, W System, Racial Evolution, Sekai no Koe, Level Up Announcement, Sekai no Kotoba, System, 世界の声, W no Shisutemu, Natural Phenomenon Voice, Echo Within Consciousness, Announcement of the World, Heard in One's Mind, Evolution, World Voice, Voice of the World, Reincarnations, Wのシステム, 世界の言葉, World System, World Voice System, Heard Within the Mind, System Message, Automatic World Announcement, Magic, System Notification, Divine Voice System, Skill Gain Announcement, Skill Obtained, Skill Learned, System Announcement, World Announcement, W-System, System Voice, Levels, The System, World's Voice, Skill Acquisition Announcement, Automatic Announcement

    Enabled · Selective · Depth 4 · role not set · Order 10 · 100%

    Entry settings
    ⸻ [SYSTEM NOTIFICATION HEADER] ⸻
    [NOTIFICATION TYPE]: [NAME / VALUE / INFORMATION]
    [ADDITIONAL INFORMATION / EFFECT / DESCRIPTION]
  6. #6[🤖] W System [🤖]

    Always on · Selective · Depth 4 · role not set · Order 10 · 100%

    Entry settings

    <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. #7[📊]────↓Levels↓────[📊]

    Keys: Level-Up, Monster Level, Lvl., Progression Level, Leveled, Levels, Leveling, System Level, Level, Level Up, Character Level, Lv., Leveling System, Rank Level, Experience Level, Lvl

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

    Entry settings
    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. #8[›] [🆙] Experience

    Keys: Level-Up, Keikenchi, Experience Points, Level Up, XP, 経験値, EXP, X.P, EXP Points, Experience, Exp, X.P.

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

    Entry settings
    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. #9[📊]────↓Bars↓────[📊]

    Keys: Magic Points, HP, Sutētasu Bā, Character Status Display, Status Bar, Status Screen, Resource Gauge, System Status Bar, Bars, MP, Status Display, ステータスバー, System Display, Status, Bar, Status Interface, Status Bars, Hit Points, Status Gauges, Stamina Points, SP, System Gauge, Life Gauge, Energy Gauge, Vital Status Bar, Vital Gauge, Status Gauge

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

    Entry settings

    <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. #10[›] [📶] HP

    Keys: H.P., Vitality, HP, Hit Point, Health, LP, Health Point, Hit Points, 体力, Health Pool, Life Points, Health Value, Health Bar, Health-Points, H.P, Life Bar, Health Points

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

    Entry settings

    <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. #11[›] [📶] MP

    Keys: Mana Energy, Magical Resource, Magic Points, Magical Power, Mana Points, 魔力, Mana Point, Magic Reserve, Maryoku, MP, l Magic Pool, Spellcasting Resource, Magic Point, Mana-Power, Spell Energy, Magic Power, M.P., Magical Energy, M.P, Mana Reserve, Magic-Points, Mana Pool, Mana Capacity, Magic Capacity, Magic Energy

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

    Entry settings

    <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. #12[›] [📶] SP

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

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

    Entry settings

    <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. #13[📊]────↓Abilities↓────[📊]

    Keys: System Parameters, Ability Score, Ability Stat, Performance Values, Capability Stats, Ability Parameter, Ability, Status Abilities, Numerical Abilities, Combat Abilities, Ability Scores, Character Abilities, Physical Abilities, Ability Points, Character Parameters, Ability Stats, Ability Values, Ability Value, Abilities, System Abilities, Ability Parameters, Capability Values

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

    Entry settings
    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. #14[›] [➡️] Average Offense Ability

    Keys: Average Damage Output, Physical Attack Ability, Offense, Attack Capability, 平均攻撃能力, Average Attack Ability, Attack Ability, Offensive Power, Average Physical Offense, Physical Offense Ability, Average Offensive Ability, Average Physical Attack, Average Attack Power, Heikin kougeki nouryoku, Heikin Kōgeki Nōryoku, Physical Damage, Average Offense Ability, Physical Attribute Damage, Offensive Capability, Physical Strength, Offense Ability, Attack Power

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

    Entry settings

    <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. #15[›] [➡️] Average Defense Ability

    Keys: Average Defensive Ability, Heikin bougyo nouryoku, Damage Resistance, 平均防御能力, Average Physical Resistance, Defense Measurement, Average Defense Ability, Heikin Bōgyo Nōryoku, Defensive Ability, Physical Attribute Resistance, Physical Defense Capability, Average Physical Defense, Defense Stat, Average Defense Power, Physical Resistance, Average Defense Capability, Physical Defense Ability, Defense Power, Defensive Stat, Defensive Capability, Defense Ability, Physical Damage Resistance, Defense

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

    Entry settings

    <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. #16[›] [➡️] Average Magic Ability

    Keys: Magical Power, Spell Power, Average Magic Effectiveness, Magic Attribute, Magic Ability, Magical Ability Measurement, Average Spell Power, Average Magic Power, Average Magical Ability, Magic Power Measurement, Magic System, Spellcasting Ability, Spell Effectiveness, Average Magic Ability, Heikin Mahō Nōryoku, Magic Power, Average Magic Capability, Magic Ability Measurement, Average Spell Ability, Average Magical Capability, Average Magical Power, 平均魔法能力, Heikin mahō nouryoku, Magical Capability, Magic Performance, Magic Stat

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

    Entry settings

    <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. #17[›] [➡️] Average Resistance Ability

    Keys: Magic Resistance Ability, Average Spell Resistance, Average Resistance Power, Average Magic Resistance, Resistance Measurement, Magic Resistance Capability, Average Resistance Capability, Heikin Teikō Nōryoku, Average Resistance Ability, Magical Resistance, Magic Resistance, Resistance Stat, Resistance Ability, Magical Attribute Resistance, Heikin teikou nouryoku, Magical Resistance Ability, Spell Resistance, Defensive Stat, Defense Ability, 平均抵抗能力, Magical Damage Resistance, Average Resist Ability, Average Magical Resistance

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

    Entry settings

    <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. #18[›] [➡️] Average Speed Ability

    Keys: Mobility, Speed Measurement, Movement Speed, Average Movement Speed, Heikin Sokudo Nōryoku, Average Speed Power, Physical Attribute, Movement Capability, Average Agility Ability, Speed Stat, Speed Ability, Physical Speed Ability, Agility, Average Mobility Ability, 平均速度能力, Heikin sokudo nouryoku, Average Speed Ability, Physical Ability, Average Speed Capability, Body Performance, Average Movement Ability, Combat Ability

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

    Entry settings

    <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. #19[📊]────↓Skills↓────[📊]

    Keys: Skill, Conditions Fulfilled, Skills System, Skill System, Skill Acquisition Announcement, Skil., Skill Ability, Conditions Met, Skill Gain Announcement, Skills

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

    Entry settings
    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. #20[[📊]] Skill Point

    Keys: Skill Points, スキルポイント, Sukiru Pointo, Skill Currency, Soul Energy, Soul Stored Energy, Skill-Points, Skill Value, Skill Purchase Points, Skill Resource, Skill Point, Skill Points System, Points, Stored Skill Energy, Skillpoint, Skill Energy, Ability Points

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

    Entry settings

    <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. #21[›] [🔄] Stat & Ability Skills

    Keys: Status Ability, Ability-Type Skill, Celestial Power, Talisman, HP Auto-Recovery, MP Recovery Speed, Magic Mass, Status Nōryoku-kei Sukiru, Fortitude, Monk, Ability Improving Skill, Sturdy, Stat Boost Skill, Stat Improving Skill, Stat Enhancement Skill, Ability Boosting Skill, Status Abilities, Stat Skill, Ability Type Skills, Passive Stat Skill, Running, Ability Skill, Longevity, HP Ultra-Fast Recovery, Stat Boost Skills, Ability Enhancement Skill, SP Recovery Speed, Ultimate Life, Stat Skills, Sanctum, Ability Type Skill, Instant Body, Ultimate Movement, Fortune, Attribute Enhancement Skill, Status Skills, SP Minimized Consumption, Deva, Instantaneous, Skanda, SP Lessened Consumption, Attribute Boost Skill, Ability-Type Skills, Stat Boosting Skill, Magic Hoard, Endurance, Technique User, Stronghold, Ability Boosting Skills, SP Rapid Recovery, MP Minimized Consumption, HP Rapid Recovery, Persistent, Protection, Strength, Ability Skills, Sutētashu Nōryoku-kei Sukiru, Passive Ability Skill, Numerical Attribute Skill, Acceleration, Passive Enhancement Skill, Stat Boosting Skills, MP Rapid Recovery, MP Lessened Consumption, Life, Ultimate Magic, Herculean Strength, Stat Enhancement Skills, Solidity, ステータス・能力系スキル, Status Skill, Ability Enhancement Skills

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

    Entry settings

    <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. #22[›] [🔄] Attack Skill

    Keys: Light Attack, Attack Skill, Earth Attack, Attack Enhancement Skill, Bolt Attack, Damage Boost Skill, Freeze Attack, Combat Enhancement Skill, Kōgeki-kei Sukiru, Attack Type Skills, Energy Super-Attack, Ice Attack, Black Attack, Flame Attack, Offensive Enhancement Skill, Magic Power Attack, Deadly Poison Attack, Attack-Type Skills, Wind Attack, Poison Attack, Holy Light Attack, Heretic Attack, Attack Modifier Skill, Terrain Attack, Enhanced Paralysis Attack, Gale Attack, Kogeki-kei Skill, Lightning Attack, Dark Attack, Heavy Super-Attack, Heavy Attack, Offensive Ability Skill, Energy Attack, Acid Attack, Flood Attack, Fire Attack, Attack-Type Skill, Offensive Modifier Skill, Damage Enhancement Skill, Attack Ability Skill, Offensive Skill, Attack Type Skill, Magic Power Super-Attack, 攻撃系スキル, Attack Skills, Attack Boost Skill, Combat Attack Skill, Paralysis Attack, Damage Ability Skill, Strong Acid Attack, Rot Attack, Offensive Skills, Water Attack

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

    Entry settings

    <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. #23[›] [🔄] Active Skill

    Keys: Activated Skill, Usable Skill, Activation Skills, Active Skill Activation, Activating Ability, Uses Active Skill, Jinx, Poison Synthesis, Magic Divinity, Medicine Synthesis, Usable Skills, Activation Skill, Battle Divinity, Magic Warfare, Poison Fang, Physical Manipulation Skill, Poison Sting, Dragon Power, Naming, Ability Conferment, Utility Skills, Divine Thread Weaving, Active Combat Ability, Curse, Undying King, Energy Conferment, Object Manipulation Skill, Magic Conferment, Spatial Maneuvering, Magic Power Conferment, Thread Control, Active Abilities, Manual Activation Skill, Divine Dragon Barrier, Activated Skills, Panoptic Vision, Active Skill, Active Type Skill, Spider Thread, Specialized Skill, Utility Skill, Active Type Skills, Energy Consumption Skill, Psychokinesis, Telekinesis, Dragon Barrier, Wyrm Power, Divine Dragon Power, Continuous Energy Drain, Skill Activation, Telescopic Sight, Active-Type Skill, Skill Requires Activation, Physical Enhancement Skill, Environmental Manipulation Skill, Active Ability, Undying Body, Clairvoyance, Wyrm Barrier, Akutibu Sukiru, Cutting Thread, アクティブスキル, Iron Defense, Utility Ability, Undying Commander, Manual Skill, Platformer Movement, Expel, Dimensional Maneuvering, Active Skills, Utility Thread, Poison Claw, Activate Skill, Mental Warfare, Active-Type Skills, External Manipulation Skill, Biological Manipulation Skill, Combat Utility Skill

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

    Entry settings

    <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. #24[›] [🔄] Leadership Skill

    Keys: Control Skills, Kin Control, Leadership-Type Skill, Telepathy, Tōsatsu-kei Sukiru, Strategic Skill, Ally Coordination, Ruler Skill, Dominion Skill, Authority Skills, Long Distance Communication, Tactical Coordination, Command Abilities, Tactician, Management Skill, Leadership Type Skills, Controlling Followers, Fartalk, Leadership Abilities, Authority Skill, Controlling Creatures, Leadership Skills, Telepathic Communication, Monster Command, Coordination Skill, Absolute Obedience, Command Ability, Creature Training, Leadership Type Skill, Organization Skill, 統率系スキル, Leadership, Commanding Subordinates, Establishing Communication Network, Forced Obedience, Tactical Skill, Dominion Skills, Training Creatures, Leadership-Type Skills, Leadership Skill, Strategic Command, Creature Command, Command, Command Skill, Summoning Subordinates, Command Skills, Cooperation, Battlefield Coordination, Leadership Ability, Tactical Skills, Control Skill, Summoning, Egg-Laying, Tousatsu-kei Skill, Commanding Allies

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

    Entry settings

    <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. #25[›] [🔄] Magic Skill

    Keys: Lightning Magic, Magic Skill, Magic Control Skill, Recovery Magic, Spell Manipulation Skill, Shadow Magic Skill, Long Range Magic, Magic Skill Growth, Elemental Magic Skill, Magic Casting Skill, Magic Skill Level Up, 魔法系スキル, Ice Magic Skill, Holy Light Magic, Magical Enhancement Skill, Earth Magic Skill, Thunder Magic, Magic Type Skill, Magic Skill Evolution, Magic Enhancement Skill, Seismic Magic, Magic Type Skills, Magic-Type Skill, Enhanced Magic Ability, Height of Occultism, Abyss Magic, Spellcasting Skill, Glacial Magic, Mahou-kei Skill, Healing Magic, Light Magic Skill, Wind Magic, Fire Magic, Spell Skill, Spatial Magic Skill, Precise Magic Power Operation, Fire Magic Skill, Magic Casting Skills, Tide Magic, Inferno Magic, Magic-Type Skills, Bolt Magic, Magic Power Operation, Earth Magic, Magic Ability Skill, Gale Magic, Black Magic, Flame Magic, Flood Magic, Wind Magic Skill, Precise Magic Control, Magical Ability Skill, Magical Calculation, Magic Skills, Magical Power Skill, Magical Skill, Dark Magic, Magic Power Skill, Lightning Magic Skill, Poison Magic, Freeze Magic, Ice Magic, Spell Circle Creation, Mahō-kei Sukiru, Spell Skills, Spell Ability Skill, Heretic Magic, Recovery Magic Skill, Tempest Magic, Magical Skills, Terrain Magic, Light Magic, Spatial Magic, Water Magic Skill, Heavy Magic, Shadow Magic, Increased Magic Power, Miracle Magic, Water Magic, Dimensional Magic, Spellcasting Skills

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

    Entry settings

    <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. #26[›] [🔄] Enhancement Skill

    Keys: Attack Enhancement Skill, Damage Enhancement Skills, Modifier Skill, Enhancement Type Skill, Combat Enhancement Skill, Power Enhancement Skill, Enhancement Ability, Offensive Enhancement Skill, Enhancement, Ability Enhancement Skill, Boosting Skill, 強化系スキル, Amplification Skill, Boosting Skills, Enhancement Skills, Kyoka-kei Skill, Enhancement Type Skills, Enhancement Skill, Enhancement-Type Skill, Enhancement-Type Skills, Damage Enhancement Skill, Amplification Skills, Kyōka-kei Sukiru, Enhancement Abilities, Parameter Enhancement Skill, Power Enhancement Skills

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

    Entry settings
  27. #27[›] [🔄] Perception Skill

    Keys: Increased Awareness, Arithmetic Processing, Thought Acceleration, Perception-Type Skills, Sensory Enhancement Skill, Perception Enhancement Skill, Accelerated Thoughts, Chikaku-kei Sukiru, Motion Perception, Prediction, Sensory Information Processing, Perception-Type Skill, Awareness Skill, Mental Processing Skill, Sensory Skill, Detects Magic Power, Detects Movement, Danger Perception, Cognitive Perception Skill, Perception Type Skill, Thought Super-Acceleration, Future Prediction, Mental Processing Speed, Heat Perception, Space Perception, Chikaku-kei Skill, Information Analysis Skill, Environmental Detection, Future Sight, High-Speed Processing, Parallel Minds, Parallel Thinking, Concentration, Detection Ability Skill, Reaction Perception, Foresight, Perception System Skill, 知覚系スキル, Memory, Predicts Attacks, Improved Perception, Sensory Skills, Multiple Thoughts, Record, Detection, Sensory Enhancement Skills, Awareness Enhancement Skill, Perception Enhancement Skills, Sensory Processing Skill, Awareness Ability Skill, Enhanced Awareness, Detects Materials, Detects Danger, Presence Perception, Technique Perception, Awareness Boost Skill, Observation Skills, Magic Power Perception, Wisdom, Awareness Skills, Material Perception, Information Processing Skill, Perception Skills, Appraisal, Observation Skill, Perception Skill, Detects Heat, Detection Skill, Detects Presence, Faster Thinking, Enhanced Perception

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

    Entry settings

    <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. #28[›] [🔄] Resistance Skills

    Keys: 耐性, Nullify, Damage Mitigation, Resistance Growth, Resisted, Resistance Skill, Resistance-Type Skill, Resistance Skills, Defensive Enhancement, Status Resistance, Nulity, Resistance Type Skills, Nullified, Resistance Type Skill, Damage Resistance, Resistance, Element Resistance, Nullity, Defensive Modifier, Nullification, Nullification Effect, Magical Resistance, Resistance-Type Skills, Nullification Skills, Resist, Nullifying Skill, Physical Resistance, Immunity, Resistance Proficiency, Taisei-kei Sukiru, Damage Reduction, Nullification Skill, Attribute Resistance

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

    Entry settings

    <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. #29[›] [🔄] Passive Skill

    Keys: Automatic Skills, Emperor, Divine Scales, Auditory Enhancement, Olfactory Enhancement, Tactile Enhancement, Sword Hero, Permanent Skill, Passive Skill, Throw, Constant Skills, Flight, Passive Skills, Camouflage, Passive-Type Skill, High-Speed Flight, Passive Enhancement Skill, Vision Expansion, Perception Expansion, Automatic Skill, Imperial Scales, Steel Body, Probability Correction, Five Senses Super-Enhancement, Heavy Armor, Silence, Hard Armor, Stealth, Passive System Skill, パッシブスキル, Odorless, Intimidation, Always Active Skills, Ore Body, Pashibu Sukiru, Immortality, Background Skill, Shell, Martial Arts Mastery, Continuous Skill, Ultra Steel Body, Shieldsmanship, Dragon Scales, Passive Abilities, Heatless, Scythemanship, Passive Type Skill, Continuous Skills, Natural Ability Skill, Vision Enhancement, Threadsmanship, Innate Skills, Athletics, Permanent Skills, Passive Skill Category, Auditory Expansion, Taste Enhancement, Night Vision, Hit, Tyrant, Passive Modifier Skill, Passive Type Skills, Always Active Skill, Evasion, Thread Genius, Innate Skill, Concealment, High-Speed Swimming, Five Senses Enhancement, Expel, Swimming, Passive-Type Skills, Constant Skill, Swordsmanship, Probability Super-Correction, Passive Ability, Sword Mastery

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

    Entry settings

    <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. #30[›] [🔄] Other Skill

    Keys: Other Skills, Other Type Skill, Miscellaneous Skills, Other Type Skills, Unique Skill Category, Seven Deadly Sins, Ruler Skill, Tarot Card, Other Skill, Other-Type Skill, Other-Type Skills, Miscellaneous Skill, Special Skill, System Skill, Special Skills, Tarot, Four Horsemen

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

    Entry settings

    <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. #31[⤷] Evil Eyes

    Keys: Status Effect Eye, Evil Eye Ability, 邪眼, Evil Eye Magic, Evil-Eyes, Ocular Ability, Evil Eyes, Jagan, Eye-Based Magic, Magic Eye, Ocular Magic Skill, Magic Eyes, Curse Eye, Mystic Eyes, Special Eyes, Evil Eye Skill, Cursed Eye, Evil Eye Abilities, Evil Eye Skills, Curse Eyes, Eye Skill, Magical Eye, Gaze Ability, Evil-Eye, Eye-Type Skill, Gaze Skill, Evil Eye, Magical Eyes, Mystic Eye, Cursed Eyes

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

    Entry settings

    <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. #32[⤷] Appraisal

    Keys: Appraisal System Skill, 鑑定, Evaluation Skill, Appraises, Analyze Skill, Inspection Skill, Information Analysis Skill, Appraisals, Examination Ability, Analysis Ability, Identification Ability, Information Gathering Skill, Appraisal Skills, Assessment Skill, Status Analysis Skill, Appraisal-Type Skill, Appraisal Type Skill, Evaluation Ability, Examine Skill, Appraising, Analysis Skill, Identification Skill, Object Analysis Skill, Data Analysis Skill, Kantei, Appraisal Ability, Appraisal, Appraisal Abilities, Inspect Skill, Appraisal Skill, Appraise

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

    Entry settings
    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. #33[⤷] Detection

    Keys: Detection, Detection Abilities, Detection-Type Skill, Detect Skill, Detect Skills, Detection Skill, Detection Type Skill, Detection Ability, System/Skill Detection, Detection Skills, System Detection

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

    Entry settings
    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. #34[⤷] Pride

    Keys: 矜持, Pride Skill, Dignity, 欲求, Goman, Ruler Skill Pride, Sin Skill: Pride, 傲慢, Pridefully, Sin Skill Pride, Pride Skills, Ruler Skill: Pride, Desire, Gōman, Pride, Prideful

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

    Entry settings
    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. #35[⤷] Sloth

    Keys: Sloth, Indolence, 休, Sloth Skills, Taida, Ruler Skill: Sloth, 怠惰, Sloth Skill, Ruler Skill Sloth, Slothfully, Sin Skill Sloth, 無精, Slothful, Rest, Sin Skill: Sloth, Taida no

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

    Entry settings
    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. #36[⤷] Wrath

    Keys: Anger, Wrath Skills, 激怒, Wrath, 憤怒, 怒, Rage, Wrath Skill, Wrathfully, Ruler Skill: Wrath, Sin Skill: Wrath, Ruler Skill Wrath, Sin Skill Wrath, Wrathful, Funnu, Fundo

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

    Entry settings
    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. #37[⤷] Gluttony

    Keys: 暴食, Ruler Skill: Gluttony, Ruler Skill Gluttony, Sin Skill Gluttony, Gluttony, Overeating, Gluttony Skills, Gluttonously, Sin Skill: Gluttony, 過食, Satiation, 飽食, Gluttony Skill, Boshoku, Bōshoku, Gluttonous

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

    Entry settings
    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. #38[⤷] Lust

    Keys: Lustfully, 色欲, Lustful, Sin Skill: Lust, Shokuyoku, Lust, Lust Skills, Ruler Skill Lust, Shikiyoku, Sin Skill Lust, Ruler Skill: Lust, Lust Skill

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

    Entry settings
    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. #39[⤷] Envy

    Keys: Envious, Spite, 妬心, 羨望, Enviously, 嫉妬, Ruler Skill: Envy, Sin Skill: Envy, Sin Skill Envy, Shitto, Envy, Jealousy, Envy Skill, Ruler Skill Envy, Envy Skills, Shitto no

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

    Entry settings
    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. #40[⤷] Greed

    Keys: Goyoku, Sin Skill Greed, Greedily, Greed Skills, Gōyoku, 簒奪, 奪取, 強欲, Snatch, Usurp, Ruler Skill Greed, Greed Skill, Ruler Skill: Greed, Greedy, Sin Skill: Greed, Greed

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

    Entry settings
    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. #41[🏷️]────↓Attribute↓────[🏷️]

    Keys: Poison, System Attribute, Phantom Pain Effect, Rot, Atoribyūto, Light, Destruction, Physical Attribute, Sleep, Fire, Hypnotized Effect, Space, Acid, Wind, Curse, Piercing, Attribute, Status Attribute, Heresy, Fear Effect, Magical Attributes, Lightning, Attributes, Magical Attribute, Cutting, Rage, Rend Soul, Petrification, System Attributes, Impact, Brainwashed Effect, Attribute System, Charmed Effect, Discomfort Effect, Ice, Madness Effect, Status Attributes, Heavy, Physical Attributes, Damage Attribute, Shock, アトリビュート, Stupefaction Effect, Water, Earth, Dark, Paralysis, Damage Attributes

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

    Entry settings
    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. #42[›] [🏷️] Status Condition

    Keys: Status Condition, Afflictions, Status Condition Activated, Paralysis Status, Status Condition Resistance, Resisting a Status Condition, Status Effect Resistance, Afflicted by Paralysis, Status Conditions, System Condition, Sealing Status, Negative Status Effects, Removing a Status Condition, Negative Status Effect, Condition, Afflicted by Sleep, Status Effect, Condition Effect, Status Condition Applied, Status Abnormality, 状態異常, Status Condition Enhancement, Status Ailments, Negative Condition Applied, Status Ailment, Condition Effects, Combat Conditions, Status Abnormalities, Status Effects, Status Effect Duration, Conditions, System Status Condition, Abnormal Statuses, Inflicted with a Status Condition, Immune to Status Conditions, Afflicted by Petrification, Anti-Magic Status, Afflicted by Poison, Poison Status, Joutai Ijou, Status Debuff, Petrification Status, Affliction, Sleep Status, Afflicted by Curse, System Status Conditions, Jōtai Ijō, System Effects, Curse Status, Abnormal Status, Status Debuffs, Combat Condition

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

    Entry settings

    <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. #43[→] [🚥] Poison

    Keys: Poison, Poison Type, Poisoned, Poison Attribute, Toxicity, Poison Attribute Type, Poison Effect, Poison-Type, Poison Damage, Venom, Venomous, Toxic, Poisoning, Poison Status

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

    Entry settings
    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. #44[→] [🚥] Paralysis

    Keys: Paralysis Status, Paralysis Status Effect, Paralysed, Paralysis Type, Paralyzed, Paralysis-Type, Paralysis Condition, Inert, Paralysis Debuff, Paralysis, Mahi, Paralysis Effect, 麻痺, Paralysis Attribute

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

    Entry settings
    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. #45[→] [🚥] Petrification

    Keys: Stoneification, Body Becomes Stone, Object Becomes Stone, Petrification Immunity, Petrification Rate, Stone Transformation Begins, Petrification Effect, Turned Into Stone, Petrifies Target, Petrification Spreads, Resists Petrification, Petrified, Petrification-Type, Stone Transformation, Causes Petrification, Stone Conversion, Petrification, Petrification Resistance, Turns Into Stone, Petrification Attribute, Petrification Effect Activated, Petrification Type, Petrification Status, Petrify

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

    Entry settings
    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. #46[→] [🚥] Sleep

    Keys: Exhaustion, Sleep Type, Sleep Affliction, Exhausted, Sleep, Rest Effect, Sleep Debuff, Sleep Effect, Sleep Resistance Effect, Sleep Induction, Exhaustion Effect, Sleep-Type, Sleep State, Sleep Condition, Fatigue Effect, Rest Condition, Sleep Attribute, Sleep Status, Sleep Status Effect, Sleeping, Forced Sleep, Fatigue

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

    Entry settings
    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. #47[→] [🚥] Curse

    Keys: Curse-Type, Curses, Curse, Curse Type, Cursed, Curse Attribute, Hex, Noroi, Curse Effect, Jinx, Curse Ability, Curse Skill, Curse Status, Cursing, 呪い

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

    Entry settings
    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. #48[→] [🚥] Sealing

    Keys: Seal, Skill Seals, Skill Sealing, Ability Seals, Ability Seal, Skill Sealing Effect, Seal Effect, Sealing, Sealing Effect, Skill Seal, Fūin, Sealing Attribute, Ability Sealing, Sealed, 封印

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

    Entry settings
    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. #49[→] [🚥] Anti-Magic

    Keys: Magic Suppression, Anti-Magic, Anti Magic Attribute, Anti-Magic Effect, Anti Magic Effect, Anti-Magic Attribute, Magic Reduction, Anti Magic, Magic Inhibition, Magic Negation, 魔法無効化

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

    Entry settings

    <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. #50[🔖]────↓Title↓────[🔖]

    Keys: Ruler of Diligence, Puppet User, Title Grants Skills, Granted a Title, Vampire, Ruler of Humility, Dragon, Sword God, Merciless, Ruler of Charity, Monster Calamity, Ruler of Lust, Country Destroyer, Title Condition, Fairy Slaughterer, Earned a Title, Title Requirement, Fairy Slayer, Ruler of Sloth, Achievement, Wyrm Slaughterer, Master Killer, Ruler of Pride, Title Unlocks Skills, Guardian, Dragon Slayer, Title Effect, Ruler of Greed, Human Calamity, Lord, System Title, Titled, Demon Lord, Champion, Hero, Ruler of Chastity, System Awarded Title, Ruler of Temperance, Shogo, ショウゴ, Commander, Wyrm Calamity, Rescuer, Titles, Special Title Requirement, Demon Slayer, Title, Medicine Alchemist, Acquired a Title, Poison Technique User, Ancient Divine Beast, Saint, Title Reward, Hidden Title, Monster Slaughterer, Ruler of Perseverance, Title Acquisition, Subjugated by the Hero, Ruler of Mercy, Obtained a Title, Human Slaughterer, Assassin, Thread User, Ruler of Gluttony, Human Slayer, Master of Madness, Dragon Slaughterer, Fearbringer, 称号, Originator, Monster Slayer, Ruler of Envy, Wyrm Slayer, System Titles, Progenitor, Fairy Calamity, Kin Eater, Demon Slaughterer, Ruler Title Acquired, Savior, Shōgō, Foul Feeder, Ruler of Wrath, Ally Killer, Title System, Demon Calamity, Hunting Title Acquired, Received a Title, System Title System

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

    Entry settings
    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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