Before we begin.
Because this is a parody combining the settings of two different works, explaining every detail within the main text could make the dialogue and scenes excessively long. The omitted settings have therefore been gathered here and included in this chapter.
--------
[Mushoku Tensei × Overlord] Eugene Greyrat.
Core Settings
1. Eugene’s standard class build is exactly Level 100, and he has learned 200 tier spells. Super-Tier Magic is a special ability separate from tier magic and is not included among those 200 spells.
2. The central authority of the World Item [Cor Proteus] is [Limit Break]. It permanently raises his actual level and stats beyond the established level cap.
3. At the time service ended, Eugene’s actual level was 120: his base class Level 100 plus 20 Transcendent Levels. Since Transcendent Levels are not ordinary class levels, they do not automatically increase the total on his class sheet or the number of spells he can learn.
5. YGGDRASIL’s [Limit Break] is not a convenient skill that can be used instantly in battle. A new level bracket is permanently unlocked only after clearing an exclusive quest requiring enormous experience, a time limit, solo completion, and the defeat of a World Enemy-level opponent.
6. Transcendent Levels theoretically have no final cap, but the required experience and quest difficulty rise exponentially. By the end of service, Level 120 was the highest point realistically attained.
7. A character who has activated [Cor Proteus] cannot equip a guild item, because both items occupy the character’s core authority over growth and ownership determination.
8. After being transported to another world, [Cor Proteus] became permanently bound, and [Limit Break] began to recognize genuine understanding or achievement of local laws, swordsmanship, magic, battle aura, and causality as conditions for growth.
9. [Limit Break] in the other world is more flexible than it was in YGGDRASIL, but it cannot be opened by endlessly killing the weak. Only limits genuinely confronted, understood, paid for, and overcome become permanent.
10. The guild base, NPCs, treasury, and guild menu were not transported. Only equipped gear and Eugene’s inventory came with him.
────────────────────────────────────────
0. Original Overlord Setting
────────────────────────────────────────
- Tier magic is divided into four major systems: arcane, divine, spiritual, and miscellaneous.
- There are Tiers One through Ten, as well as Super-Tier Magic above them.
- YGGDRASIL has over six thousand spells in total. Except for special exceptions such as [Dark Wisdom], an ordinary Level 100 caster can generally learn around three hundred spells.
- Super-Tier Magic is closer to a special ability than an ordinary MP-consuming spell, possessing daily use limits, long casting times, and shared cooldowns.
- There are only two hundred World Items. They provide protection against other World Item effects and possess unique, rule-breaking powers.
────────────────────────────────────────
1. Eugene Settings
────────────────────────────────────────
1-1. Classes
Base Class Level: 100
Transcendent Level: 20
Total Level at the End of Service: 120
Race: Heteromorph
Build Type: Hybrid Magic Swordsman
Primary System: Arcane Magic
Secondary Systems: Divine survival and resurrection magic; spiritual detection, elemental magic, and mental defense
Primary Combat Range: Close to mid-range
Weakness: He cannot match the maximum single-specialty output of a pure warrior or a pure burst caster. To achieve peak performance, he must switch equipment and combine spells.
1-2. Class Composition
[Racial Levels]
- [Astral Chimera] / Racial / Basic / Lv. 10
A composite fusion entity.
- [Nephilim] / Racial / Advanced / Lv. 5
Specialized in divine spells and mental resistance.
- [Protean Eidolon] / Racial / Rare / Lv. 5
A rare racial class specialized in elemental resistance.
[Class Levels]
- [Fighter] / Job / Basic / Lv. 10
- [Sword Master] / Job / Advanced / Lv. 10
- [Magic Swordsman] / Job / Basic / Lv. 15
- [Elementalist] / Job / Advanced / Lv. 10
- [War Wizard] / Job / Advanced / Lv. 10
- [Spellblade] / Job / Advanced / Lv. 10
- [Arcane Duelist] / Job / Rare / Lv. 5
- [Chrono Knight] / Job / Rare / Lv. 5
- [World Edge] / Job / Rare / Lv. 5
Unlocked by possessing a World Item and completing a specific quest.
Total Classes: Racial 20 + Job 80 = 100
1-3. Stats and Level Structure
These values use the YGGDRASIL character-sheet scale of 0 to 100.
Based on a combined total of 100 racial and class levels:
- HP: 72
- MP: 84
- Physical Attack: 83
- Physical Defense: 75
- Agility: 90
- Magic Attack: 86
- Magic Defense: 82
- Special Resistance: 94
- Special: 100
At the end of service:
- Total Level: 120
- HP: 89
- MP: 103
- Physical Attack: 102
- Physical Defense: 92
- Agility: 112
- Magic Attack: 106
- Magic Defense: 101
- Special Resistance: 117
- Special: 124
Effects of Transcendent Levels:
- The character’s actual level determination rises. This is not a simple equipment modifier or temporary buff.
- HP, MP, and all stats permanently rise according to the growth tendencies of the existing build.
- Accuracy, resistance, penetration, damage, and status-effect calculations based on level differences are also calculated from the genuinely increased level.
- The existing class-level total remains 100. Transcendent Levels do not automatically grant new class slots or spell-learning privileges.
- Learned magic remains limited to the existing number. However, greater caster level and stats improve power, penetration, resistance, duration, and operational stability.
────────────────────────────────────────
2. World Item Settings
────────────────────────────────────────
Proper Name
[Cor Proteus]
Rank: World Item
Form: A multifaceted core with a black-silver sheen. In YGGDRASIL, it was equipped in the dedicated core slot in the chest.
Current State: After transport, it fused with Eugene’s very existence and changed into a state close to permanent binding.
- Core Authority: [Limit Break]
Why permanent binding rather than assimilation?
- In YGGDRASIL, it was a World Item bound to character data, continuously altering the level cap and growth determination.
- After transport, the distinctions of item slot, dropping, and ownership disappeared, and it fused with character data, body, soul, and memories.
- It cannot have its ownership changed, be unequipped, stolen, dropped, sealed, or become loot after death.
- The World Item was neither destroyed nor absorbed as a mere passive. It remains an independent organ that forms Eugene.
Effects under YGGDRASIL rules:
1. Protection from Other World Items
Basic protection against the rule-altering effects of other World Items.
2. [Limit Break]
Permanently raises actual level and stats beyond the normal Level 100 cap.
3. Generation of Transcendence Tasks
Generates the experience requirement and personal exclusive quest necessary for the next Transcendent Level.
Such quests include harsh conditions such as prohibiting direct aid from party members, mercenaries, and NPCs; time limits; consumable restrictions; sealing specific equipment; and solo defeats of World Enemies.
4. Protean Schema
Records effect tags from attacks, conditions, and environments personally experienced.
In the game, only one adaptation profile could be activated at a time.
5. Class Bridge
For a limited time, fulfills one missing prerequisite for equipment, skills, or classes.
It cannot replicate exclusive equipment belonging to World Champions or World Disasters, other World Items, or unique NPC settings.
6. Self-Anchor Effect
Provides high protection against forced logout, character deletion, and data-overwrite effects.
However, it cannot overcome system administrator authority.
7. Conflict with Guild Authority
Because [Cor Proteus] occupies the level cap and the character’s core authority over growth, guild items cannot be equipped simultaneously.
A guild item can be carried or held, but its equipment effects, guild authority, and stat modifiers will not activate.
It is not omnipotent.
- It is not a temporary enhancer activated like a button in battle.
- Each Transcendent Level requires both an immense amount of experience and the completion of its exclusive quest.
- Required experience rises exponentially as levels increase.
- Failure causes the loss of some or all Transcendent Experience accumulated for that stage and imposes a lengthy retry restriction.
- Beyond Level 110, it requires solo victories over top-tier raid bosses, consecutive clears of multiple phases, and clears under equipment restrictions.
- Beyond Level 115, conditions may demand the solo defeat of even a relatively weaker World Enemy.
- There is no theoretical cap, but the game’s content, time, and retry costs made truly limitless growth difficult to achieve.
- Eugene completed twenty breakthroughs before the service ended and reached Level 120.
At the moment of transport:
- Interworld transport occurred simultaneously with the end of service. Along with it, the item was altered to suit the laws of the changed world while retaining its effects and performance.
- What was judged as transported was not "the player and equipped items," but a single existence called Eugene.
- Item slots, drop tables, and ownership data disappeared, while the item became bound to his body, soul, character data, and existential coordinates.
- Level 120 and the corresponding stats and effects do not exist as equipment modifiers, but as forms fixed into Eugene’s own body and soul.
Effects in the Other World
1. The theoretical lack of a cap for [Limit Break] remains intact.
Eugene can permanently grow his levels and stats as long as he continues to accumulate sufficient achievements and pay the necessary price.
2. Formal experience bars and quest windows disappear.
Actual combat, survival, research, creation, protection, and overcoming the laws of a new world are converted into Transcendent Experience.
3. The rigidity of recognizing only a single great quest is eased.
Accumulated observation, analysis, practical experience, failure, and repeated attempts can be connected as conditions for one breakthrough.
4. The direction of growth can be selected to a certain extent.
Even before an overall level increase, a particular stat, resistance, control ability, recovery efficiency, or compatibility with local techniques may settle in first.
5. Protean Schema converts laws absent from YGGDRASIL—such as local mana, battle aura, swordsmanship, the Dragon God’s curse, the Human God’s observations, time, and causality—into translatable information.
6. Translation is not perfect copying.
Seeing a sword style once does not immediately perfect it, nor does being struck by an authority grant that authority in full.
7. New laws proceed through the sequence of contact → analysis → reproduction → repeated verification → stabilization → breakthrough.
8. Meaningful growth cannot be gained by repeatedly killing or defeating the weak, or by reproducing phenomena already completely understood.
9. At higher stages, the quality and danger of the achievement required continue to rise.
10. It does not automatically generate information Eugene does not know, the best possible future, or safe wording for a wish.
11. Because of the World Item’s protection and the anchoring of his existence, Eugene cannot be directly observed through the Human God’s future sight.
12. The restriction against simultaneously equipping guild items remains even after existential fusion. Indeed, because the equipment can no longer be separated, no method of removing the restriction remains.
────────────────────────────────────────
3. [Limit Break]
────────────────────────────────────────
Official Name
[Limit Break]
Classification: The core growth authority of the World Item [Cor Proteus]
In YGGDRASIL:
- It is not a temporary enhancement that can be activated at will during combat.
- When both the experience and quest required by a Transcendence Task are fulfilled, the character’s actual level rises by one.
- Increased levels and stats are permanent and do not disappear through logout, death, or changing equipment.
- Because Transcendent Levels are not assigned to normal classes, they do not automatically grant new job or racial classes, nor new spells.
- They are genuinely reflected in level-difference calculations, HP, MP, base attributes, resistance, and the caster level of skills and spells.
- There is no theoretical final cap.
- Required experience and quest difficulty increase exponentially at every stage.
- By the end of service, Eugene had gained 20 Transcendent Levels and stood at a total of Level 120.
In the Other World:
- Even after quest windows and quantified experience disappear, the authority to grow remains within Eugene’s existence.
- [Cor Proteus] interprets achievements encountered in reality as "breakthrough conditions."
- Not only battle victories, but complete understanding of a new magical system, mastery of local swordsmanship, overcoming time, space, and causality, or dangers endured to protect others may become conditions.
- Achievements gained through an event are first reflected in the areas actually connected to them: overall level, a particular stat, resistance, or technical compatibility.
- Partial stat growth combines into a Transcendent Level once sufficient achievement has accumulated.
- The formal solo-clear requirement is eased in this world. Even when fighting beside others, a unique limit and achievement borne by Eugene alone may be acknowledged separately.
- Conversely, riding on results achieved by others or repeatedly eliminating vastly weaker opponents is not recognized as growth.
- Even when growth fails, already acquired levels do not decrease. However, progress accumulated for that stage may be lost, or a particular adaptation or stat may be temporarily sealed.
- As his level rises, the scale and quality of events required for the next breakthrough continue to grow.
────────────────────────────────────────
4. Transport Determination for Guilds, Bases, NPCs, and Items
────────────────────────────────────────
What Was Transported
- Eugene’s body, race, jobs, skills, spells, and passives.
- Equipment he was wearing.
- His personal inventory and the personally owned items within it.
- Personal currency, consumables, scrolls, staves, data crystals, and summoning media.
- World Items, though they exist in an altered fused form rather than their original equipment form.
- Passives among personal achievements and titles that were directly connected to character performance.
What Was Not Transported
- The guild base itself.
- NPCs and mercenary data left at the base.
- The guild treasury and warehouse.
- The guild menu, intrusion alerts, ownership system, resurrection system, and NPC regeneration system.
- Personal belongings guild members had left at the base.
- The guild weapon.
- Game administration, shops, cash purchases, exchange, mail, auction house, and automatic resupply.
What Remained Conditionally
- Guild return rings: The physical items remain, but the return function has stopped because their destination coordinates do not exist.
- Guild titles: Their display and certain numerical passives remain, but their administrative authority has vanished.
- Mercenary summoning books and summoning stones: Only the quantities in his personal inventory may be used. They cannot be replenished after death or consumption.
- Data crystals: They remain as materials, but without the YGGDRASIL crafting interface, they will likely require direct research.
- Gold resurrection and NPC restoration: These cannot be used because there is no base system.
- Cash items: Possessed items remain, but they cannot be purchased, recharged, or restored.
Even if [The Creation] is used to create a base resembling a guild base, it cannot produce practical functions such as:
- A guild core
- NPCs
- Treasury authority
- Automatic intruder determination
- A map menu
- Safe zones
- Respawning
────────────────────────────────────────
5. Available Tier Magic (YGGDRASIL Standard)
────────────────────────────────────────
Tier Spells: 200
- Arcane 111 / Divine 31 / Spiritual 23 / Miscellaneous 35
- By tier: Tier 1: 12; Tier 2: 14; Tier 3: 18; Tier 4: 18; Tier 5: 20; Tier 6: 20; Tier 7: 22; Tier 8: 22; Tier 9: 26; Tier 10: 28
Metamagic Rules
- Different metamagics may be combined.
- The same metamagic cannot be applied repeatedly to the same spell.
- Using skills and metamagic simultaneously increases the burden on MP, concentration, and weapon durability.
- [Twin Magic]: Casts the same spell in two branches.
- [Triplet Magic]: Casts the same spell in three branches. The cost and burden are considerable.
- [Silent Magic]: Omits verbal chanting.
- [Maximize Magic]: Fixes a spell’s base effect near its upper limit.
- [Boost Magic]: Operates a lower-tier spell under a higher-tier determination.
- [Penetrate Magic]: Strengthens magic-resistance penetration determination.
- [Delay Magic]: Holds a spell in a waiting state, then releases it according to a condition or timing.
- [Extend Magic]: Extends duration.
- [Widen Magic]: Expands range and spread angle.
────────────────────────────────────────
6. Thirty Super-Tier Spells
────────────────────────────────────────
- They use daily uses, casting time, and shared cooldowns instead of MP.
- A cash-item hourglass can omit the casting time, though the cooldown remains.
- Not every Super-Tier spell has been altered under the standards of this world.
- At the current point, the spells whose flexibility has certainly changed greatly are [The Creation] and [Wish Upon a Star].
01. [The Creation]
A Super-Tier spell that changes the climate and terrain of a field. In this world, it has been altered into an ability approaching omnipotence, capable of creating most things other than life.
02. [Fallen Down]
An annihilation-type Super-Tier spell that drops an enormous holy light from the heavens.
03. [Wish Upon a Star]
In the game, it offered fixed choices and used experience as its cost. In this world, it has changed into a power that manifests intent through the laws of reality.
04. [Pantheon]
Deploys numerous high-ranking divine beings onto the battlefield.
05. [Sword of Damocles]
06. [Judgement of Osiris]
07. [Pandemonium]
An army-type spell that simultaneously deploys high-ranking demonic summons and battlefield effects.
08. [Zodiac Dominion]
A wide-area spell that selects combinations suited to the battlefield from among twelve constellation effects.
09. [Celestial Mirror Citadel]
Summons an enormous defensive citadel surrounding allied forces, reflecting ranged attacks and observation.
10. [Gate of Valhalla]
A Super-Tier spell that calls a registered legion of heroic combat summons for a brief time.
11. [The Last Eclipse]
A Super-Tier spell that simultaneously weakens wide-area vision, recovery, holy, and unholy effects.
12. [Starless Severance]
13. [Millennial Aurora]
14. [Leviathan’s Wake]
15. [Ashen Genesis]
16. [Crown of the Firmament]
17. [Nocturne of the End] [E]
18. [Sevenfold Heaven]
19. [Divine Wind of Ragnarok]
20. [World Serpent’s Coil]
21. [Garden of Eternal Return]
22. [Palace of the Moon]
23. [Rain of the First Star]
24. [Throne of the Empty King]
25. [Astral Deluge]
26. [Ninefold Aegis]
27. [Iron Forest of Mars]
28. [Exodus]
29. [Hour of the Pale Sun]
30. [Machina Caelestis]
────────────────────────────────────────
7. Two Hundred Tier Spells
────────────────────────────────────────
[Tier 1 — 12 Spells]
001. [Magic Arrow] / Arcane / Single-Target Attack
Fires a tracking mana bolt. Suitable for low-tier harassment and interrupting spells.
002. [Fire Bolt] / Arcane / Single-Target Attack
Fires a small firebolt in a straight line. It has a high rate of fire and excellent cost efficiency.
003. [Ray of Frost] / Arcane / Single-Target Attack
Deals frost damage and briefly slows movement.
004. [Create Water] / Divine / Utility and Support
Creates a fixed amount of clean water.
005. [Floating Board] / Miscellaneous / Transport and Mobility
Creates a low-flying board that can carry cargo or the wounded.
006. [Light] / Divine / Utility and Support
Gives an object or location a lasting light source.
007. [Message] / Spiritual / Communication
Allows quiet communication with a designated target within sight.
008. [Detect Magic] / Arcane / Detection
Identifies nearby mana reactions and their approximate systems.
009. [Alarm] / Arcane / Guard
Alerts the caster when an intrusion occurs within a designated area.
010. [Lesser Dexterity] [O-C] / Miscellaneous / Enhancement
Briefly improves reaction speed and fine movements.
011. [Magic Weapon] [O-U] / Miscellaneous / Weapon Enhancement
Grants a weapon a low-grade magical determination and a small amount of additional damage.
012. [Obscuring Mist] [D-R] / Arcane / Concealment and Battlefield
Creates mist that blurs vision across a small area.
[Tier 2 — 14 Spells]
013. [Acid Arrow] [O-C] / Arcane / Sustained Attack
An acidic projectile continues to inflict corrosive damage briefly after striking.
014. [Invisibility] [O-C] / Arcane / Concealment
Hides the caster’s form until they attack or cast an offensive spell.
015. [Shock Wave] [O-C] / Miscellaneous / Area Suppression
Spreads force ahead, dealing minor damage and disrupting posture.
016. [Blur] [D-R] / Arcane / Defense
Distorts the outline, lowering physical hit chance.
017. [Mirror Image] [D-R] / Arcane / Defense and Deception
Creates several illusions to divide incoming attacks.
018. [Web] [D-R] / Arcane / Restraint and Battlefield
Spreads adhesive mana threads that limit movement.
019. [Knock] [D-R] / Arcane / Dispelling and Infiltration
Forcibly opens ordinary locks and low-grade seals.
020. [Levitate] [D-R] / Arcane / Mobility
Raises a target vertically, preventing a fall or restricting movement.
021. [See Invisibility] [O-U] / Arcane / Detection
Reveals invisibility and low-grade concealment effects.
022. [Lesser Magic Shield] [E] / Arcane / Defense
Creates a shield that absorbs frontal spell damage for a short time.
023. [Elemental Coating] [E] / Miscellaneous / Weapon Enhancement
Coats a weapon lightly in one of fire, frost, lightning, or acid.
024. [Silence] [D-R] / Divine / Interference
Blocks sound and verbal-component spells in a small area.
025. [Feather Fall] [D-R] / Arcane / Mobility and Rescue
Greatly reduces falling speed.
026. [Lesser Resistance] [E] / Miscellaneous / Enhancement
Briefly raises resistance to one status effect.
[Tier 3 — 18 Spells]
027. [Fireball] [O-C] / Arcane / Area Attack
An explosive fireball that damages multiple targets in a medium area.
028. [Lightning] [O-C] / Arcane / Linear Attack
Fires electricity that pierces targets in a straight line.
029. [Fly] [O-C] / Arcane / Mobility
Grants free flight.
030. [Haste] [O-C] / Miscellaneous / Enhancement
Improves movement, attack, and reaction speed.
031. [Slow] [O-C] / Miscellaneous / Debuff
Reduces the action speed of multiple targets.
032. [Greater Magic Arrow] [O-U] / Arcane / Single-Target Attack
Multiple mana bolts with enhanced power and tracking.
033. [Force Explosion] [O-U] / Arcane / Area Suppression
Explodes a non-elemental force field to knock enemies back and break their stance.
034. [Lopsided Duel] [O-U] / Spiritual / Provocation and Control
Biases the target’s attention toward the caster and hinders attacks on others.
035. [Vampiric Touch] [D-R] / Miscellaneous / Draining Attack
Converts part of touch damage into temporary vitality.
036. [Dispel Magic] [O-U] / Arcane / Dispelling
Removes low- and mid-tier spells and lasting effects.
037. [Protection from Energy] [D-R] / Miscellaneous / Defense
Greatly reduces one type of elemental damage.
038. [Hold Person] [D-R] / Spiritual / Restraint
Paralyzes the physical movement of a humanoid target.
039. [Clairvoyance] [D-R] / Arcane / Reconnaissance
Creates a point of sight and hearing at a location the caster knows.
040. [Greater Magic Armor] [E] / Arcane / Defense
Forms invisible mana armor over the body.
041. [Elemental Blade I] [E] / Miscellaneous / Weapon Enhancement
Converts weapon attacks to a selected element and causes a weak elemental burst.
042. [Counterspell] [D-R] / Arcane / Countermeasure
Immediately disrupts a spell of equal or lower tier while it is being cast.
043. [Phantom Steed] [D-R] / Arcane / Summoning and Travel
Summons a semi-corporeal mount for high-speed travel.
044. [Dimensional Step] [E] / Miscellaneous / Mobility
Instantly steps across a short distance within sight.
[Tier 4 — 18 Spells]
045. [Greater Invisibility] [D-R] / Arcane / Concealment
Invisibility maintained even during combat actions.
046. [Dimension Door] [D-R] / Arcane / Mobility
Instantly moves the caster to a designated point within medium range.
047. [Wall of Fire] [D-R] / Arcane / Battlefield and Attack
Blocks passage with a wall of flame and damages anyone passing through it.
048. [Wall of Ice] [D-R] / Arcane / Battlefield and Defense
Forms a thick wall or dome of ice.
049. [Stoneskin] [D-R] / Miscellaneous / Defense
Hardens the skin and reduces nonmagical physical damage.
050. [Freedom of Movement] [D-R] / Divine / Enhancement
Allows the target to ignore restraints, adhesion, and hindering terrain.
051. [Black Tentacles] [D-R] / Arcane / Restraint and Battlefield
Dark tentacles seize and squeeze enemies within an area.
052. [Confusion] [D-R] / Spiritual / Debuff
Makes the target’s decisions and actions erratic.
053. [Ice Storm] [D-R] / Arcane / Area Attack
Deals area damage and slows movement with hail and freezing winds.
054. [Fire Rain] [E] / Arcane / Area Attack
Rains consecutive firebolts upon a narrow area.
055. [Lightning Field] [E] / Arcane / Battlefield and Attack
Creates a field over designated ground where lightning periodically arcs.
056. [Minor Spell Immunity] [E] / Arcane / Defense
Temporarily grants immunity to one designated low-tier spell.
057. [Weapon Lock] [E] / Miscellaneous / Control
Places mana pressure upon an enemy weapon, interfering with its attack path and recovery.
058. [Floating Eye] [O-U] / Arcane / Reconnaissance
Creates a small flying observer and shares its vision.
059. [Shadow Step] [E] / Miscellaneous / Mobility
Moves briefly between shadows while obscuring traces.
060. [Force Sanctuary] [O-U] / Arcane / Defense
A small force-field dome that blocks outside projectiles and approach.
061. [Remove Curse] [D-R] / Divine / Dispelling
Removes mid- and low-grade curses and lasting debuffs.
062. [Magic Seal] [E] / Arcane / Sealing
Stores one spell in a medium or seals it at a location.
[Tier 5 — 20 Spells]
063. [Dragon Lightning] [O-C] / Arcane / Attack
High-output electricity shaped like a dragon tracks and strikes the target.
064. [Teleportation] [O-C] / Arcane / Mobility
Teleports the caster across a medium to long distance to a known location.
065. [Raise Dead] [O-C] / Divine / Resurrection
Revives a dead person meeting the conditions, though imperfectly.
066. [Cone of Cold] [D-R] / Arcane / Area Attack
Releases intense frost through a cone ahead.
067. [Greater Fireball] [E] / Arcane / Area Attack
A fireball with enhanced power, radius, and explosive force.
068. [Chain Lightning] [D-R] / Arcane / Multi-Target Attack
Lightning chains from the primary target to nearby enemies.
069. [Wall of Stone] [O-U] / Arcane / Battlefield and Defense
Instantly raises a stone wall integrated with the terrain.
070. [Cloudkill] [D-R] / Arcane / Battlefield and Debuff
A heavy poisonous cloud suffocates and poisons living creatures.
071. [Hold Monster] [D-R] / Spiritual / Restraint
Paralyzes a single creature without the humanoid restriction.
072. [Greater Dispel Magic] [D-R] / Arcane / Dispelling
Removes high-tier sustained spells and multiple effects.
073. [Break Enchantment] [D-R] / Divine / Dispelling
Removes coercive curse, charm, and transformation effects.
074. [Magic Jar] [D-R] / Spiritual / Soul and Infiltration
Transfers the soul into a medium to take limited possession of another body.
075. [Steel Skin] [E] / Miscellaneous / Defense
Greatly increases physical defense and resistance to stagger.
076. [Dimensional Anchor] [D-R] / Arcane / Spatial Control
Seals a target’s teleportation and dimensional escape.
077. [Flame Strike] [D-R] / Divine / Area Attack
Brings down a pillar of mixed holy and flame energy from above.
078. [Mind Fog] [D-R] / Spiritual / Debuff
Creates mist that lowers willpower and mental resistance.
079. [Elemental Blade II] [E] / Miscellaneous / Weapon Enhancement
Adds one of elemental damage, penetration, or wide-area slashes.
080. [Greater Magic Seal] [O-U] / Arcane / Sealing
Stores mid-tier spells for extended periods or grants them trigger conditions.
081. [Combat Foresight] [E] / Spiritual / Enhancement
Presents sensory possibilities for attack trajectories in the immediate future.
082. [Weapon Recall] [E] / Miscellaneous / Weapon Control
Instantly returns a registered weapon to the caster’s hand.
[Tier 6 — 20 Spells]
083. [Control Weather] [O-C] / Arcane / Environment
Changes wind, clouds, and rainfall conditions across a wide area.
084. [Heal] [O-C] / Divine / Recovery
Restores a large amount of vitality and numerous status ailments.
085. [Disintegrate] [D-R] / Arcane / Single-Target Attack
Fires a ray that disintegrates matter and living tissue.
086. [Greater Heroism] [D-R] / Spiritual / Enhancement
Greatly improves accuracy, resistance, fear tolerance, and combat focus.
087. [Globe of Invulnerability] [D-R] / Arcane / Defense
Creates a sphere through which low-tier spells cannot pass.
088. [True Seeing] [D-R] / Divine / Detection
Sees through invisibility, illusions, transformations, and ethereal concealment.
089. [Mislead] [D-R] / Arcane / Concealment and Deception
The caster vanishes, leaving behind an active duplicate.
090. [Summon Monster VI] [D-R] / Arcane / Summoning
Calls a combat summon equivalent to Tier Six.
091. [Blade Barrier] [D-R] / Divine / Battlefield and Attack
Forms a wall of rotating mana blades.
092. [Regenerate] [O-U] / Divine / Recovery
Promotes continual recovery and the regeneration of severed parts.
093. [Energy Immunity] [O-U] / Miscellaneous / Defense
Grants strong short-term immunity to one elemental damage type.
094. [Antimagic Field] [D-R] / Arcane / Sealing
Suppresses ordinary tier magic within a narrow area.
095. [Stone to Flesh] [D-R] / Arcane / Dispelling
Returns a petrified creature to flesh.
096. [Flesh to Stone] [D-R] / Arcane / Debuff
Gradually petrifies the target.
097. [Greater Magic Shield] [O-U] / Arcane / Defense
A group of shields that blocks magical attacks from several directions.
098. [Perfect Illusion] [O-U] / Arcane / Illusion
An advanced illusion that mimics multiple senses and even mana reactions.
099. [Force Cage] [D-R] / Arcane / Restraint
Creates a force-field prison difficult to break physically.
100. [Elemental Form] [E] / Spiritual / Transformation
Attunes to a selected element and changes movement, resistance, and attack traits.
101. [Battle Casting] [E] / Miscellaneous / Enhancement
Greatly improves casting stability while moving and striking with a sword.
102. [Mana Conversion] [E] / Miscellaneous / Resource Management
Converts some HP, stamina, or stored mana into MP.
[Tier 7 — 22 Spells]
103. [Greater Teleportation] [O-C] / Arcane / Mobility
Teleportation with dramatically eased accuracy and distance restrictions.
104. [Hell Flame] [O-C] / Arcane / Single-Target Attack
Fires black flame combining extreme heat and unholy properties.
105. [Phoenix Flame] [O-C] / Divine / Attack and Recovery
Deals fire damage to enemies and restores allies.
106. [Resurrection] [O-C] / Divine / Resurrection
Conditionally revives even the dead whose bodies have been severely damaged.
107. [Reverse Gravity] [O-U] / Arcane / Battlefield
Reverses the direction of gravity over a wide area.
108. [Phase Door] [O-U] / Arcane / Infiltration
Creates a limited passage through a designated wall or obstacle.
109. [Delayed Blast Fireball] [D-R] / Arcane / Area Attack
A high-power fireball with a controllable detonation time.
110. [Prismatic Spray] [D-R] / Arcane / Multiple Effects
Releases random high-tier elemental and status rays in a cone.
111. [Spell Turning] [D-R] / Arcane / Defense and Counterattack
Returns a designated number of single-target spells.
112. [Greater Scrying] [D-R] / Arcane / Reconnaissance
Continuously observes a distant target and penetrates some forms of concealment.
113. [Plane Shift] [D-R] / Arcane / Mobility
Moves to another dimension or phase.
114. [Mass Fly] [O-U] / Arcane / Mobility and Support
Grants flight to multiple targets.
115. [Greater Resistance] [O-U] / Miscellaneous / Enhancement
Raises resistance to numerous status effects and magic.
116. [Summon Primal Air Elemental] [O-U] / Spiritual / Summoning
Summons a high-ranking air elemental.
117. [Summon Primal Earth Elemental] [O-U] / Spiritual / Summoning
Summons a high-ranking earth elemental.
118. [Summon Primal Fire Elemental] [O-U] / Spiritual / Summoning
Summons a high-ranking fire elemental.
119. [Summon Primal Water Elemental] [O-U] / Spiritual / Summoning
Summons a high-ranking water elemental.
120. [Time Accelerator] [O-U] / Arcane / Time and Enhancement
Briefly accelerates the caster’s subjective perception and action speed.
121. [Destruction] [D-R] / Divine / Instant Death and Attack
A single spell that destroys vitality and the connection to the soul simultaneously.
122. [Anti-Life Cocoon] [O-U] / Divine / Defense
A barrier that rejects the approach and contact effects of living creatures.
123. [Ethereal Jaunt] [D-R] / Arcane / Mobility and Concealment
Moves briefly through an ethereal phase.
124. [Sanctuary Domain] [E] / Divine / Support and Defense
An area that improves allied recovery and resistance while slowing enemy approach.
[Tier 8 — 22 Spells]
125. [Aspect of Elemental: Air] [O-C] / Spiritual / Transformation
Overlays the body with the higher aspect of an air elemental.
126. [Aspect of Elemental: Earth] [O-C] / Spiritual / Transformation
Overlays the body with the higher aspect of an earth elemental.
127. [Aspect of Elemental: Fire] [O-C] / Spiritual / Transformation
Overlays the body with the higher aspect of a fire elemental.
128. [Aspect of Elemental: Water] [O-C] / Spiritual / Transformation
Overlays the body with the higher aspect of a water elemental.
129. [Death] [O-C] / Arcane / Instant Death
A death spell that tests a living target’s resistance to instant death.
130. [Dimensional Lock] [O-C] / Arcane / Spatial Control
Blocks teleportation and dimensional escape across a wide area.
131. [Remote Viewing] [O-C] / Arcane / Reconnaissance
Observes scenes and mana phenomena at a very distant location.
132. [Maze] [D-R] / Arcane / Banishment and Control
Temporarily imprisons the target within a separate maze phase.
133. [Mind Blank] [D-R] / Spiritual / Defense
Protects the target from mental interference, precognition, and information-gathering.
134. [Greater Shout] [D-R] / Miscellaneous / Area Attack
Inflicts damage, deafness, and structural cracks through destructive sound pressure.
135. [Sunburst] [D-R] / Divine / Area Attack
Intense radiance deals especially heavy damage to unholy beings and undead.
136. [Polar Ray] [D-R] / Arcane / Single-Target Attack
Rapidly freezes the target with a beam of extreme cold.
137. [Greater Spell Immunity] [D-R] / Divine / Defense
Grants immunity to several designated mid-tier spells.
138. [Moment of Prescience] [D-R] / Arcane / Precognition and Enhancement
Focuses future information upon one crucial determination.
139. [Discern Location] [D-R] / Arcane / Detection
Finds the current location of a target that lacks powerful concealment.
140. [Greater Sanctuary] [E] / Divine / Defense
Interferes with the approach and designated attacks of beings harboring hostile intent.
141. [Field of Force] [O-U] / Arcane / Battlefield and Defense
Creates a large force-field wall whose shape can be controlled.
142. [Complete Invisibility] [O-U] / Arcane / Concealment
Disappears simultaneously from sight, mana detection, and low-grade detection.
143. [Veil of Moon] [O-U] / Arcane / Defense and Concealment
A silver veil refracts distant observation and projectiles.
144. [Greater Magic Weapon] [O-U] / Miscellaneous / Weapon Enhancement
Greatly strengthens a weapon’s grade determination, accuracy, and damage.
145. [Temporal Acceleration] [E] / Arcane / Time and Action
Allows movement and preparation actions within an extremely brief personal time window.
146. [Soul Anchor] [E] / Divine / Soul and Protection
Prevents soul separation, forced possession, and interference with lower-grade resurrection.
[Tier 9 — 26 Spells]
147. [Call Greater Thunder] [O-C] / Spiritual / Area Attack
Calls down massive lightning strikes in succession.
148. [Grasp Heart] [O-C] / Arcane / Instant Death and Debuff
Grasps the heart with mana; even failure causes severe stiffness.
149. [Nuclear Blast] [O-C] / Arcane / Area Attack
A wide-area explosion accompanied by extreme heat, explosive force, and complex status ailments.
150. [Perfect Unknowable] [O-C] / Arcane / Concealment
Perfect concealment difficult to detect even through higher detection and senses.
151. [Temporal Stasis] [O-C] / Arcane / Time and Restraint
Seals a single target in a state of halted time.
152. [True Death] [O-C] / Arcane / Instant Death
A high-tier instant-death spell that greatly raises resurrection difficulty.
153. [True Resurrection] [O-C] / Divine / Resurrection
Revives someone with high fidelity if their soul meets the conditions, even without a body.
154. [Vermilion Nova] [O-C] / Arcane / Single-Target Attack
A supreme single-target fire explosion that pressures fire resistance.
155. [Gate] [O-U] / Arcane / Mobility and Summoning
Opens a long-distance spatial gate or serves as a passage for summoning higher beings.
156. [Soul Bind] [D-R] / Divine / Soul and Sealing
Binds a dead person’s soul to a vessel or location.
157. [Astral Projection] [D-R] / Arcane / Reconnaissance and Mobility
Separates the soul and consciousness into an astral body for distant exploration.
158. [Foresight] [D-R] / Arcane / Precognition and Enhancement
Continuously provides warnings just before danger and candidates for optimal responses.
159. [Mass Hold Monster] [D-R] / Spiritual / Wide-Area Restraint
Paralyzes multiple creatures simultaneously.
160. [Prismatic Sphere] [D-R] / Arcane / Defense
A high-tier defensive sphere layered with barriers of multiple elements and conditions.
161. [Shapechange] [D-R] / Arcane / Transformation
Reproduces registered high-ranking creature forms and some of their abilities.
162. [Wail of the Banshee] [D-R] / Arcane / Wide-Area Instant Death
A deathly sound wave that shakes the souls of living creatures in range.
163. [Greater Energy Drain] [O-U] / Arcane / Debuff and Drain
Greatly lowers abilities equivalent to levels and life energy.
164. [Perfect Warrior] [O-U] / Miscellaneous / Conversion
Seals some caster abilities in exchange for warrior-type stats and equipment aptitude.
165. [Magic Destruction] [O-U] / Arcane / Dispelling and Attack
Directly destroys magical structures and summons.
166. [Greater Word of Curse] [E] / Spiritual / Debuff
Imposes a complex curse through a brief word of power.
167. [Dimensional Severance] [E] / Miscellaneous / Sword Strike and Space
Overlays a sword’s path with spatial severance to bypass part of a defense.
168. [Constellation Blades] [E] / Miscellaneous / Summoning and Attack
Deploys multiple autonomous mana swords in a constellation formation for coordinated attacks.
169. [Eternal Freeze] [E] / Arcane / Area Control
Fixes wide-ranging matter and mana currents in extreme cold.
170. [Counterfeit World] [E] / Arcane / Illusion and Battlefield
A battlefield illusion that reproduces terrain, sound, and mana signals in their entirety.
171. [Causal Mark] [E] / Miscellaneous / Tracking and Support
Inscribe a mark upon a target, allowing limited tracking even after teleportation or concealment.
172. [Sovereign Rejection] [E] / Divine / Defense and Dispelling
Removes domination, command, and coercive effects, granting brief immunity.
[Tier 10 — 28 Spells]
173. [Armageddon Good] [O-C] / Divine / Summoning and Area
A large-scale spell that calls an army of high-ranking beings of good alignment.
174. [Armageddon Evil] [O-C] / Arcane / Summoning and Area
A large-scale spell that calls an army of high-ranking beings of evil alignment.
175. [Body of Effulgent Beryl] [O-C] / Miscellaneous / Defense
A special bodily state that nullifies and counters blunt-force damage.
176. [Body of Effulgent Aquamarine] [O-C] / Miscellaneous / Defense
A special bodily state that counters a particular type of physical damage.
177. [Body of Effulgent Heliodor] [O-C] / Miscellaneous / Defense
A special bodily state that nullifies a particular attack type once.
178. [Control Amnesia] [O-C] / Spiritual / Memory Manipulation
Reads, deletes, modifies, and seals memories.
179. [Create Fortress] [O-C] / Arcane / Creation and Defense
Creates a completed defensive fortress in a short time.
180. [Implosion] [O-C] / Divine / Instant Death and Attack
Collapses the target from within, inflicting fatal damage.
181. [Mercy of Shorea Robusta] [O-C] / Divine / Resurrection and Protection
The highest protection, reserving automatic resurrection and recovery immediately after death.
182. [Mirror World] [O-C] / Arcane / Isolation and Battlefield
Moves the target and caster into a separate mirrored phase.
183. [Mist of Super Acid] [O-C] / Arcane / Area Attack
The highest-grade acidic mist corrodes equipment, flesh, and barriers.
184. [Meteor Fall] [O-C] / Arcane / Area Attack
Summons and drops an enormous meteor.
185. [Time Stop] [O-C] / Arcane / Time and Action
Briefly stops time for the world except the caster.
186. [Ultimate Disturb] [O-C] / Arcane / Interference
Disrupts enemy spellcasting and mana control at the highest level.
187. [Uriel] [O-C] / Divine / Single-Target Attack
A supreme divine attack whose power varies according to karma and conditions.
188. [Reality Slash] [O-C] / Arcane / Spatial Attack
Severs reality itself, greatly bypassing ordinary defenses.
189. [Black Hole] [O-U] / Arcane / Erasure and Control
Creates a small gravitational-collapse point that draws in matter and mana.
190. [Absolute Sanctuary] [E] / Divine / Defense
A short-term absolute defense that simultaneously blocks high-tier attacks, detection, and teleportation.
191. [Dimensional Banishment] [E] / Arcane / Banishment
Forcibly banishes a target to its original dimension or a harmless isolated phase.
192. [Stellar Collapse] [E] / Arcane / Single-Target Attack
Collapses a compressed imitation of stellar heat and gravity at one point.
193. [Ashes of Yggdrasil] [E] / Miscellaneous / Area and Debuff
A gray mana storm that burns buffs, summons, and regeneration within its range.
194. [Eclipse Blade] [E] / Miscellaneous / Weapon Enhancement
Layers light, darkness, and spatial attributes upon sword strikes to pressure defensive affinities.
195. [Divine Arsenal] [E] / Divine / Summoning and Armament
Summons a registered army of high-ranking mana weapons to fight automatically.
196. [Chronos Cage] [E] / Arcane / Time and Restraint
Drastically slows the time rate around a target, sealing action and recovery.
197. [Null Field] [E] / Miscellaneous / Battlefield and Dispelling
Continuously weakens buffs, sustained summons, and environmental spells within a designated range.
198. [Soul Reaver] [E] / Divine / Soul Attack
Severs soul and resurrection connections independently of physical damage.
199. [Absolute Counter] [E] / Miscellaneous / Countermeasure
Analyzes and nullifies one single-target attack, then returns a counterattack of the same type.
200. [Axis Shift] [E] / Arcane / Large-Scale Mobility
Mass-transports multiple targets and structures to designated coordinates.
────────────────────────────────────────
8. Combat Skills, Passives, and Special Abilities
────────────────────────────────────────
[Heteromorphic Physiology V]
[High Tier Physical Nullification III]
[Astral Composite Body IV]
[Compound Sight V]
[Innate Flight V]
[Nephilim Equilibrium V]
[Mind Bastion V]
[Death Resistance V]
[High Tier Magic Nullification III]
[Protean Aegis V]
And others.
────────────────────────────────────────
A. YGGDRASIL Item System
────────────────────────────────────────
Standard Equipment Ranks
Low → Middle → High → Top → Legacy → Relic → Legendary → Divine
- Divine-grade equipment represents the highest tier of ordinarily crafted or dropped equipment.
- The data capacity of rare materials and inserted data crystals limits an item’s performance and number of effects.
- Not every Level 100 player possesses a full set of Divine-grade equipment.
Items that belong to separate categories:
- Guild Weapon: Ultra-high-capacity equipment serving as a guild’s symbol and linked to its base system. It may be stronger than ordinary Divine-grade weapons, but its destruction is catastrophic to the guild.
- World Champion Equipment: Special rewards exclusive to official tournament winners. They can surpass Divine-grade equipment and rival guild weapons.
- World Items: Two hundred exceptional items whose defining feature is their unique rule-altering effects rather than base data values.
- Cash Items: A category defined by being acquired through real-money purchases. They cannot be ranked by power, and often provide conveniences involving slots, casting time, and loss mitigation.
- Consumables: Potions, scrolls, sealing crystals, hourglasses, and summoning media. After transport, they are among the resources hardest to replenish.
- Crafting Materials: Minerals, monster materials, and data crystals. Since the crafting interface has disappeared, they will seemingly need to be integrated with local techniques.
───────────────────────────────────────
Comments (0)
Please log in to leave a comment. Login or Register