Fantasy Realm – Infinite Worlds Adventure-Chapter 238.3: Current Skills Alex ()
Alex:
Innate Skill: Statistical OCD
Type: Bane (During initial awakening)
Effect: Stat Distribution Limitation: The player cannot freely distribute stat points. Player must use 5 free stat points to raise all stats evenly by one.
Effect: Stat Conversion: Stats gained through special items (e.g., potions, artifacts) are automatically converted into regular free stat points.
Sub-skill: Hellish Greed
Effect: Gain eight extra skill slots, reserved exclusively for the eight basic skills (one for each stat-related skill), but lose three normal skill slots (Player starts with only two compared to the usual five).
Effect: The character cannot progress beyond level 1 in those skills unless all eight basic skills are learned and kept within 1 level of each other.
Innate Skill: Nen Prodigy lvl 4
Type: Boon
Leveling Requirements: 2 Soul Crystals and 3000 Fantasy Coins + 1000 Fantasy Coins per level
Effect: Combines Basic Nen, Advanced Nen and designates individual Hatsu as Genius Conjurer with it’s subskill: Arcane Medieval Armory
Effect: Leveling this skill will level every subskill automatically
Effect: Every Nen Ability + 10% in effectiveness + 2% per level
Effect: Every Nen Ability - 10% in cost + 2% per level
Overall Rating: SS+
Genius Conjurer lvl 4
Effect: Conjuration Duration: + 10% + 2% per level (Conjurations last longer).
Effect: Conjuration Strength: + 10% + 2% per level (Conjurations have increased durability, damage, and overall effectiveness).
Effect:AURA Cost: - 10% - 2% per additional level (Conjurations cost less AURA).
Effect: Basic and advanced Nen techniques used in conjunction with Conjurations are 20% + 2% per level more effective.
Basic/Advances Nen Abilities:
Basic Nen lvl 0 base
Requirements: 0 NEN +2 per level
Leveling Requirements: 2000 Fantasy Coins + 1000 per level
Effect: Unlocks the NEN stat and the Aura resource. Nen is a rare stat, that requires 2 stat points to be increased. Aura depends on your Nen stat
Effect: Increase Aura by 10% + 5% per level
Effect: Access to Ten, Zetsu, Ren and Hatsu + individual increase in effectiveness of each skill and skill relying on those per level
Effect: On level 3 gain a unique subskill (Hatsu), on level 10 upgrade your unique skill or learn a new one.
Note: Aura, every living being has it, but few can control it.
Note: Nen is a unique energy system. This is not a choice without consequences.
Advanced Nen lvl 0 base
Requirements: 5 NEN +2 per level
Requirements: Basic Nen lvl 0 + 1 per level
Leveling Requirements: 1 Soul Crystal, 1000 Fantasy Coins + 500 per level
Effect: Access to Gyo, In, En, Shu, Ko, Ken and Ryu + individual increase in effectiveness of each skill per level
Note: It takes even the most talented Nen user years to truly master a single advanced skill. Focusing on all skills evenly is nearly impossible. This skill makes the impossible possible and turns you into a full fledged Nen prodigy. Having access to every single advanced Nen skill provides a diverse skillset that is nearly impossible to obtain otherwise.
Note: This skill combines several green, blue and purple-ranked skills related to Nen into a single all-encompassing skill.
Ten lvl 4:
Effect: Decreases most types of damage by 1 +1 every 2 levels
Effect: Increases defense against all types of attacks by 5% +1% per level
Effect: Slows down aging by 50% +2% per level
Note: It takes a lot of concentration to keep Ten activated, there is no aura loss, however.
Zetsu lvl 4:
Effect: Increases HP, Stamina and AURA regeneration by 20% + 2% per level
Effect: Increases your stealth and hiding capabilities by 50% + 5% per level
Effect: Increases most types of damage done to you by 5
Effect: Decreases defense against all types of attacks by 25%
Note: Most normal people can’t talk or even interact with you while this skill is active. Their senses can't comprehend your presence anymore. Requires a calm mind.
Ren lvl 4:
Effect: Increases all stats (without increasing any resources like HP, MP or AURA) by 25% + 5% per level
Effect: Inflicts up to 10 damage per attack +1 per level (Nen/Aura type damage)
Effect: Decreases most types of damage by 5 +1 per level
Effect: Increases defense against all types of attacks by 20% +2% per level
Aura Cost: 5 AURA per Minute + 0.5 per level
Note: If trained to a high enough degree Ren turns you invulnerable against most normal physical attacks.
Gyo lvl 4
Effect: Focus a larger than normal portion of your Aura into one specific body part, increasing the boost of Ren for that body part alone. The other parts of the body proportionally lose their benefits from Ren. Increasing the level of this skill makes the shifting of Aura faster and smoother.
Effect: Increase the speed of your Aura shifting by 25% + 5% per level.
Effect: When used to focus more Aura in the eyes, be able to see hidden objects and people, and increases SNS by up to 50% + 10% per level.
Aura Cost: 5 Aura per Minute + 1 per level.
Note: Gyo is merely a redistribution of Aura when using Ren, concentrating it on a specific body part, most often the eyes.
In lvl 4
Effect: This advanced form of Zetsu renders your Aura or an Aura construct invisible.
Effect: The higher the rank of this skill, the harder the invisible Aura or Aura construct is to detect, and the larger the object can be.
Aura Cost: Depending on the size of the object.
Note: Someone else using Gyo, Zetsu, or similar skills can potentially see or feel your hidden Aura or Aura construct.
En lvl 4
Effect: This advanced application of Ten and Ren uses Ren to cover a wide area around the user. The user then contains that Aura and gives shape to it using Ten. This creates an area where the user can feel any kind of shape and movement within that area.
Effect: En size of 2 meters up to 10 meters + 1 / 5 meters per level.
Aura Cost: 5 to 10 Aura per Minute + 0.5 to 1 per level (depending on minimum and maximum size).
Note: The shape of En is usually a circle but can be changed with a lot of training.
Shu lvl 4
Effect: This advanced application of Ten enshrouds an object with Aura.
Effect: Objects can be used in conjunction with any applicable Basic and Advanced Nen skills. The items in question gain the same boost as your body.
Note: This basic technique opens up a lot of possibilities.
Ko lvl 4
Effect: This combination of Ten, Zetsu, Ren, Hatsu, and Gyo concentrates the user's entire Aura into one particular body part, raising it to the very limit, leaving the rest of the body in a state of Zetsu.
Effect: Ren effect on the particular part x 3 + 0.1 per level.
Effect: Increases most types of damage done to you by 5 (similar to Zetsu).
Effect: Decreases defense against all types of attacks by 25% (similar to Zetsu).
Aura Cost: Ren Aura cost x 3 + 0.1 per level.
Note: In a Nen battle, this skill can instantly kill your enemy—or yourself. Can be used in conjunction with Shu to strengthen an object.
Ken lvl 4
Effect: This advanced form of Ten and Ren is a primarily defensive technique that boosts the user's defense up to 10 times the amount of Ten while losing any offensive benefits of Ren.
Effect: Decreases most types of damage by 10 +2 every level.
Effect: Increases defense against all types of attacks by 30% +3% per level (There is a diminishing return of 50%, 100%, and 200%, once a damage decrease of 70%, 80%, and 90% is reached).
Aura Cost: Ren Aura cost x 3
Note: Ken can save your life!
Ryu lvl 4
Effect: This highly difficult and complicated technique is named after the use of Gyo in a state of Ken. This enables real-time offensive and defensive value adjustments.
Effect: This technique uses a certain percentage of Aura to perform Gyo and Ken at the same time.
Effect: Increase speed of shifting between Gyo and Ken by 25% + 5% per level.
Aura Cost: Gyo and Ken, depending on current use of those techniques.
Note: The Aura flow may give your intentions away if you are too slow!
Arcane Medieval Armory abilities:
Annihilation Grenade:
Effect: Conjures a round, dark metallic medieval grenade with a fuse that contains the magical properties of explosion, metal, and flame combined.
Cost: 20 AURA + 2 AURA per level.
Limit: Only 10 grenades can exist at 1 time, after going over the limit and creating a new grenade the oldest one will disappear + 1 per level
Trigger Timer: 1-10 seconds + 2 seconds per level. Can spend 1 Mana to add up to 2 extra seconds to the maximum trigger time (up to 5 times per level). Activating the trigger costs 1 Mana and needs to be done while holding the grenade in your hand.
Duration: 5 hours base + 1 hour per level. Can spend 1 Mana to extend duration by 1 hour (up to 5 times per level). Can use 1 AURA to refresh the duration, allowing the player to keep the maximum amount of Grenades available, as long as the grenade does not disappear.
Radius: 5 meters base + 1 meter per level (damage decreases the further the target is from the explosion).
Shrapnel Radius: 10 meters base + 2 meters per level.
Flame Radius: 2.5 meters base + 0.5 meters per level.
Explosion (Normal/Explosion) Damage: 50 + 10 per level.
Explosion knockback force increases with level.
Shrapnel (Normal/Metal/Pierce) Damage: 10 x 10 projectiles + 1 additional damage and projectile per level. Chance to trigger a bleed effect increases with level.
Chance to trigger a bleed effect increases with level.
Flame (Fire) Damage: 20 + 2 per level. Chance to trigger burn effect increases with level (burn damage, chance, and duration rise as skill levels up).
Tradeability: Can be traded to other players in other worlds only (Changed because Aura constructs, can’t travel through different Worlds)
Note: Created from the ashes of your rage and the cruelty of Mr. 5’s brutal acts. This grenade is not just a weapon—it is a tool of total annihilation, capable of decimating civilization, nature, enemies, allies, and even yourself if misused.
Sealion’s Icewing Embrace:
Effect: Summons an imposing ice armor around the user, encasing their entire body and existing armor in razor-sharp ice spikes that damage any melee attacker and protect the user from damage. Two large, frost-covered wings extend from the back, allowing the user to slowly glide downwards. The armor also imbues the user’s weapons with frost magic, causing additional frost damage with each attack. While active, the armor absorbs nearly all external damage until its durability is exhausted, shattering upon depletion. However, it is highly vulnerable to fire-based attacks, which deal increased damage to the armor’s integrity.
Cost: 50 AURA + 5 AURA per level.
Duration: 10 Minutes + 1 minute per level
Armor Durability: 10 + 1 per level
Frost Resistance: 50% + 5% per level
Additional Fire Damage to the Armor: 50%
Ice Spike Damage (physical): 20 + 2 per level
Frost Imbuement Damage (frost): 10 + 1 per level
Note: This devastating ability conjures Sealion’s might into a monstrous armor, designed not only to protect the wearer but also to unleash icy devastation upon enemies.
Note: Please keep in mind that because the armor's base material is ice, the 10 durability of this armor will deplete much faster than that of iron armor. Don’t assume invincibility for the entire duration of this ability.
Mustrano’s Malice Mauler:
Effect: Conjures Mustrano’s Malice Mauler—a demonic, black claw capable of tearing opponents apart with an extremely high chance to cause bleeding that inflicts increased damage. Additionally, it can empower its next attack with a corroding poison that deals heavy damage over time, bypassing poison resistance.
Effect (Upgrade 1): Passively Increases Poison Resistance by 50% + 5% per level (even without conjuring the claw)
Effect (Upgrade 2): +10% damage, accuracy, and attack speed with any claw weapon, +5% per level
Effect (Upgrade 2): +5% chance to parry and block with claws, +1% per level
Cost: 5 AURA to conjure; consumes 1 AURA per minute to maintain manifestation.
Duration: Unlimited
Damage: 30 + 5 per level
Durability: 5 + 1 per level, restores 1 durability per minute synchronized with MP cost.
Increased Bleeding Chance: 100% + 10% per level
Increased Bleeding Damage: 50% + 5% per level
Subskill: Toxic Breakthrough
Poison Activation Cost: 5 MP
Poison Damage: 20 damage per minute + 2 per level
Poison Duration: 5 minutes + 1 per level
Poison Penetration: Ignores 20% of enemy’s poison resistance + 2% per level
Max Poison Stacks: 3 + 1 for every 2 levels
Note: This ability conjures a claw unique to the Tribaio Tribe. This claw in particular contains a terrifying malice belonging to its former owner Mustrano.
Note: Upgrade 1: [Poison Resistance]
Note: Upgrade 2: [Claw Proficiency]
Magorian’s Rage Arrow:
Effect: Conjures a Rage-filled arrow that can be enhanced by a rage illusion, creating multiple additional arrows with decreased potency, shot in a similar direction, blindly targetting live forms on their own if they are close to their natural flight path. Can be combined with other skills to be imbued with special effects and Aura.
AURA Cost: 1 AURA to conjure + 2 AURA per Rage Illusion stack
Arrow Duration: 30 Minutes + 5 Minutes per level
Arrow Damage: 5-10 + 1-2 per level
Arrow Durability: 5 + 1 per level
Subskill: Rage Illusion
Effect: Creates 5 extra arrows per stack, quickly coming into existence after the original arrow has been fired. They share 50% of the damage, durability, and special effects of the original Arrow (including enchantments and Aura). The arrows mimic the speed, general direction, and curve of the original arrow with slight deviations and may randomly target a live form if it’s close to their natural flight path.
Max stacks: 1 + 1 per level
Note: The endless corrupted Rage of Magorian has been turned into a rage-filled arrow capable of blindly eradicating a large number of targets. This is an imprecise weapon designed for mass killing.
Skills:
Pistol Proficiency (UNLEARNED)
Requirements: 4 STR, 6 SNS + 1 per level, Basic Long-Range Combat Prowess lvl 0 +1 per level
Quality: Blue
Leveling Requirements: 1500 Fantasy Coins + 500 per level
Effects: +10% ranged accuracy, shooting speed & reloading speed with any kind of pistol, + extra 5% per level
Alexandrian Royal Swordsmanship lvl 4
Requirements: 5 STR, 5 SNS, 5 PHY, 5 SPR, 5 AGI + 2 per level, Basic Close Combat Prowess lvl 0, Basic Footwork lvl 0, Basic Endurance lvl 0, Basic Meditation lvl 0, Basic Long-Range Combat Prowess lvl 0 +1 per level
Quality: Gold
Leveling Requirements: 1 Soul Crystal, 1000 Fantasy Coins + 500 per level
Effects: +20% accuracy, speed and damage with swords, shields, knight swords and 2 handed swords, with an additional 10% increase per level.
Effects: +5% parry chance with swords and +10% block chance, sturdiness and defense with shields, with an additional 1% per level.
Note: The skill applies to all swords, though effects reduce by up to 50% for subtypes like sabers, katanas, and machetes. Additionally, effectiveness decreases by 50% when wielding two swords simultaneously.
Black Magic (Fire-Blizzard-Thunder-Series) lvl 4
Requirements: 7 INT, 7 MNA +1 per level, 5 PHY, 5 SPR +1 every 2 levels.
Requirements: Basic Concentration lvl 0, Basic Mana Control lvl 0 +1 per level
Requirements: Basic Endurance lvl 0, Basic Meditation lvl 0 +1 every 2 levels
Quality: Purple
Leveling Requirements: 2000 Fantasy Coins + 1000 per level
Effects: Learn "Fire," "Blizzard," and "Thunder" (Level 1), "Fira," "Blizzara," and "Thundara" (Level 5), "Firaga," "Blizzaga," and "Thundaga" (Level 10). Once learned, you can choose to target a specific enemy or use an area-of-effect version of each spell.
Effects: Increases the damage and effects of the aforementioned spells by 5% per level and boosts other fire, frost, or thunder spells by 1% per level.
Fire/Blizzard/Thunder
Effect: Basic fire/frost/thunder spell; can be cast as a single target or as AoE
Cost: 10 MP
Option 1: Fire/Frost/Thunder Damage: 30
Option 2: AoE Fire/Frost/Thunder Damage: 20 (affecting multiple targets in an area)
Note: May apply Burn/Ignition/Slow/Freeze/Stun/Paralysis
Note: AoE casting reduces base damage by one-third, making it weaker against individual targets but effective for groups.
Subskill: Sword Magic lvl 4(Level scales automatically with Alexandrian Royal Swordsmanship)
Quality: Special (Requires Alexandrian Royal Swordsmanship and Black Magic)
Effect: Allows the user to imbue black magic into their sword, unleashing a mighty elemental strike on their enemy. This skill combines the full damage of a black magic spell and a powerful sword strike, enhancing both.
Effects: Spell Damage & Physical Damage increase by 20% + 5% per level
Effects: Spell Effects (like burn, freeze or stun) and Sword Effects (like bleeding) are 20% + 5% per level more effective and more likely to occur.
Note: True Sword Magic is cast by you alone, channeling both devastating spell and physical force into a single obliterating assault.
Imbuement Archery lvl 4
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Requirements: 6 STR, 6 PHY, 6 SNS, 6 MNA +1 per level
Basic Long-Range Combat Prowess lvl 0, Basic Concentration lvl 0, Basic Mana Control lvl 0 +1 per level
Leveling Requirements: 2000 Fantasy Coins + 1000 per level
Effects: +10% ranged damage, accuracy, shooting speed & reloading speed with any kind of bow, +5% per level
Effects: +10% increased potency (Damage, Duration, Effect) of any imbuement used with any kind of bow, +5% per level
Effects: Allows the user to imbue most abilities into an arrow, as long as this skill has the same level as the level of the skill used for the imbuement.