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The Summoner Is Going Chapter 114 Part1

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Translator: Eisen Editor: Weasalopes

Magic skills a.n.a.lysis report

By Guren

1. First:

A big thank you to everyone who has been contributing to the forums.
This report's goal is to put together all the information we currently have regarding Magic skills.
Therefore, please bear in mind that the contents found here may be limited.

What is the purpose of this report?
First of all, what kind of spells do you learn as your Magic skills level up? That will be the first point in this examination.
Naturally, my investigation revolves around the different kinds of effects that the many Spells have.
So far, so good.
I think I was running out of luck, having investigated this while looking at how could I make this more effectively.
This report lets me provide good information on how Spells and skills work.
Why is there a need for this?

Basically, I want to make it easier to present this information to each and everyone who plays AnotherLink Saga Online.
I want to be clear here, so I'll say it again with other words.
It is troublesome to be explaining things over and over again.

To begin with, the game is extremely difficult to a.n.a.lyze due to the existence of "mask data", or data that hasn't been revealed yet.
In fact, nothing in this game can be shown with numerical values.
Therefore I want this to be used solely as reference.

The items described below are the ones I've thoroughly put together, and I've written them into this report myself.
In the event that the reader suffers any damage due to incorrect information in this report, I shall take full responsibility for said damage.
But I dare to say:

『Please keep in mind that this report is meant to be used solely as reference.』

You may consider this as a precaution on my end.
So, this is a disclaimer.

2. Magic skills fundamentals

2.1 Types of Magic skills

2.1.1 Basics: Magic skills available for selection from the beginning

The six types available from the beginning are Light Magic, Dark Magic, Fire Magic, Wind Magic, Earth Magic, and Water Magic.

These can be acquired during character creation, regardless of Job or Race.
Of course, this depends on how much Bonus Points a character has available at that time.

If you choose Sorcerer, Summoner, or Bard as your Job, you must obtain at least one of the six aforementioned Magic skills.
Similarly, if you choose Elf as your Race, you must obtain at least one of the six aforementioned Magic skills.
The amount of Bonus Points required differ depending on Race and Job.

Also, neither Sorcerers nor Elves can have all Magic skills as secondary skills.
Both must set at least one type of Magic Skill as primary by default.

2.1.2 Derivation: Magic skills that can be selected after meeting certain conditions

Currently, these seven types have been confirmed: Dust Magic, Lava Magic, Steam Magic, Lightning Magic, Ice Magic, Wood Magic, s.p.a.cetime Magic.

The conditions needed to fulfill in order to be able to obtain these are as follows:

Dust Magic Fire Magic Lv4 + Wind Magic Lv4 + (DEX +【Synergy】Lv = 20 or more)

Lava Magic Fire Magic Lv4 + Earth Magic Lv4 + (DEX +【Synergy】Lv = 20 or more)

Steam Magic Fire Magic Lv4 + Water Magic Lv4 + (DEX +【Synergy】Lv = 20 or more)

Lightning Magic Wind Magic Lv4 + Earth Magic Lv4 + (DEX +【Synergy】Lv = 20 or more)

Ice Magic Wind Magic Lv4 + Water Magic Lv4 + (DEX +【Synergy】Lv = 20 or more)

Tree Magic Water Magic Lv4 + Earth Magic Lv4 + (DEX +【Synergy】Lv = 20 or more)

s.p.a.cetime Magic Light Magic Lv4 + Dark Magic Lv4 + (DEX +【Synergy】Lv = 20 or more)

After meeting the conditions, they can be obtained by continuously using spells of the two related Magic skills.
The Support Skill【Synergy】can be acquired randomly at character creation or at Racial level up.
This is all but a matter of luck.

There is a certain degree of difficulty when it comes to obtaining these skills, since one of the conditions is the player's DEX.
Back when these conditions were unknown, and when the existence of derived Magic skills was unknown, DEX was a relatively neglected stat overall.
Because DEX is the most important stat for Production Jobs, many of those who have acquired derived Magic skills are those who have dedicated themselves to Production Jobs.
It was relatively easy to obtain for Elven Magic Users since many Magic Users of other races did not specialize in training DEX.
Most of the first Magic Users of the game ended up to give up on obtaining derived Magic skills for this reason.

As you will see later, the demand for the s.p.a.cetime Magic Spell, Return Home, is so huge that it is literally shocking.
The same is true with the recent reveal of the existence of the skill Instant Portal.
They're something everyone wants regardless of their playstyle.

2.1.3 Limited: Magic skills that must be obtained by certain Jobs

There are three of these: Summon Magic, Spell Song, and Spell Melody.

Summon Magic must be obtained if you select Summoner as your Job when creating a character.
Spell Song and Spell Melody must be obtained if you select Bard as your Job when creating a character.
It is currently unknown if other Jobs can obtain these skills, so they are listed here separately.
Additionally, these skills cannot be set as secondary skills.

2.1.4 Special: Magic skills that must be obtained by certain Races

The only one is Spirit Summoning.

Spirit Summoning must be obtained if you select Elf as your Race when creating a character.
The Job you select does not matter.
Also, this skill cannot be set as a secondary skill.
Moreover, the attribute of the summoned Spirit will be the same as the one of the Magic Skill selected during character creation.
If you set multiple Magic skills, you can summon Spirits of the corresponding attributes as well.
More on this later on.

Besides these, there are other support skills that are obligatory to obtain by Race.
Both Elves and Dwarves must obtain Dark Sight.

2.2 Types of spells

2.2.1 Common

Spells that can be used regardless of the Magic Skill that one has obtained.
These will be described later in the Spell List below.

Using spells in this category may cause any Magic Skill to grow.
In that case, the experience points earned are considered to be equally distributed among all set Magic skills.

2.2.2 Unique

Spells that belong to each Magic Skill.
These will be described later in the Spell List below.
Naturally, Spells belonging to Fire Magic cannot be used without setting Fire Magic skills first.
That's just how it works.

2.3 Spell Efficiency

2.3.1 Difference between Jobs

Only Magic User Jobs can fully exploit Magic skills.

Sorcerers, Summoners, Bards, all three of these fall under this category.

It has been confirmed that other Jobs are less efficient in the use of Magic skills.
This affects various factors such as the amount of damage, effects, range, and duration.
There are some rare entries that are not affected, but most are limited to spells that require physical contact.
A rough ratio is detailed below.

90% Alchemist, Pharmacist, Jeweler

80% Hunter, Treasure Hunter, Farmer, Merchant, Woodworker, Cook, Weaver, Leather Worker, Gla.s.s Worker

70% Fighter, Blacksmith, Fisherman, Lumberjack, Stonemason, Potter

Furthermore, the number of Bonus Points needed to obtain Magic skills tend to increase as we go further down this list.
Some think that this makes some Jobs better than others.
It is expected that there will be some changes to this, but it is unclear at this point.

In addition, the same tendency can be seen in Weapon skills, and it can be easily imagined that it is the opposite case to the one mentioned above.

2.3.2 Differences by Race

It was once believed that regarding Magic skills, Elves were superior to Humans, and Dwarves were inferior.
That theory is now clearly denied.
When it comes to characters of the same level and stats, it is my understanding that there is no significant difference in the damage dealt between different Races.
What makes it so easy to a.s.sume that there are differences among Races is that Elves and Dwarves are often seen as opposite races.

2.3.3 Differences by Stats

The difference is most clearly seen on offensive spells.
Even if it may seem obvious, I want to state it clearly here.
Though it is difficult to express it numerically, there are few differences with non-offensive spells.
Stats will increase and decrease accordingly if the Magic skill level and equipment are the same.
However, I wouldn't go as far as saying that they are perfectly correlated because of the existence of critical hits,

2.3.4 Differences by Racial Level, Job Level, and Magic Skill Level

At first, these were denied, but it is currently impossible to say that they don't exist.
At the same time, they cannot be confirmed yet.
As each player's growth has progressed, it is essential to give it a numerical value in order to a.n.a.lyze these interactions.
It might look repet.i.tive, but we have to consider the existence of these differences.

The same tendency is seen in how efficiently is MP consumed.
At the beginning of the game, if you use Level 1 Spells three times, you'll be left with less than half of your MP.
At Racial Level 8, you can use the same Level 1 Spells up to ten times without having your MP decrease by more than 20 percent.
Unfortunately, it is unclear which factors are at hand here, and to what extent.

2.3.5 Equipment penalty

This is a phenomenon that occurs when wearing equipment made of metal.
This is quite severe, as there have been reports of as few as 10 arrows with metallic arrowheads affecting quivers.
In some cases, when a Fighter is heavily equipped with metal, the efficiency of Spells drops to about 50%.
However, the presence of metallic items in the Item Box has no effect.
Bear this in mind if you plan to mainly use Magic skills.

In this game, there are items that can be reinforced with non-metal equipment.
In addition, even though it is cla.s.sified as metal, Silver items do not affect Magic skills negatively.
At this point, the existence of mithril silver, orichalc.u.m, and gold have not been confirmed.
However, those whose play style mainly revolve around Magic skills have little to worry about.
The only ones that should be careful about this are melee fighters.
I'm worried about those of you who hope for a "magical warrior" cla.s.s in the future.

3. Spell List

There is currently no way to know exactly how much MP a Spell consumes.
For this reason, MP consumption is represented here as Slight, Small, Medium, and Large.
It might be rather bothersome like this, but I could not find any other way to do it.
Spell duration is quite variable, and so it has been omitted.
A guide is included in the description of each spell, but it is a rough estimate, not to be taken as an absolute.
Don't expect these descriptions to be absolute, as they might be subject to interpretation.

I just want to say that I absolutely hate mask data.

3.1 Universal

To this date, there are known to be Spells up to Level 12.

Level 1

Force Bullet: Single-target offensive spell
Once you acquire and set Magic skills, you can use this from the beginning.
A valuable source of damage immediately after the game starts.
Although it tends to be dropped in favor of better spells at later stages, please keep in mind that this spell has no attribute.
Its range is somewhat long and its. .h.i.t rate is high.
Slight MP consumption.

Sense Magic: Perception spell
Once you acquire and set Magic skills, you can use this from the beginning.
It is a basic spell that detects magically imbued items.
However, it is said that the skills Camouflage and Disguise can make it difficult for it to detect magical power.
Its range is somewhat wide. Small MP consumption.

Level 5

Dispel Magic: Counterspell
A spell used to counteract the effects of another spell.
However, it cannot be used to negate several status abnormalities at once. Instead, status abnormalities must be negated one by one through several uses of this spell.
It is advised against heavily relying on this spell since it can fail.
You could say that the stronger the opponent is, the easier it is for this spell to fail.
Its range is short. Small MP consumption.

Enchanted Weapon: Buff spell
A spell that empowers the target.
It can be used on equipped weapons, armor and even on bare hands.
Please note that it does not affect items stored in the Item Box.
It has no attribute.
It is essential to be able to attack monsters that can only be damaged with magic.
Its range is short. Small MP consumption.

Lock: Buff spell
A spell that is used to magically lock something that can be opened, like a door, a window, or a box.
Its effect is permanent.
Please note that it cannot be canceled with Dispel Magic.
It was secretly necessary inside a certain cave.
Contact with the object is necessary. Small MP consumption.

Unlock: Counterspell
A spell that acts as an opposite to the Lock spell mentioned above.
It is a counterspell that dispels the effects of Lock.
Its range is extremely short. Small MP consumption.

Level 12

Restore: Recovery spell
It seems to be a spell that recovers multiple status abnormalities simultaneously.
No more details are available.
There are currently no players who can confirm this.

Enervate Undead: Counterspell
It seems to be a spell that weakens the undead.
No more details are available.
There are currently no players who can confirm this.

3.2 Light Magic

To this date, there are known to be Spells up to Level 10.

Level 1

Flashlight: Support spell
A spell that creates an orb that can be used as a light source.
It is advised that at least one, if not two members of any party know this spell.
One per party is enough, however monsters may be attracted to a single light source.
I cannot deny that that's a possibility.
Depending on the situation, it could be good to use it together with Night Vision.
Its range is fairly decent. Slight MP consumption.

Mental Enchant: Light: Buff spell
A spell that increases the VIT stat.
It also adds to everything that is affected by VIT.
It can be used to reduce damage from magical attacks.
It can also help prevent status abnormalities.
Additionally, it seems to help increase MP consumption efficiency, though at this point I cannot say for sure.
Its range is fairly decent. Small MP consumption.

Level 3

Resist Light: Counterspell
A spell that reduces the damage caused by Light attribute attacks and reduces the probability of being hit with status abnormalities.
Please note that this doesn't mean that it will prevent them completely
Its range is fairly decent. Small MP consumption.

Light Heal: Recovery spell
There are six types of Recovery spells, and they are all Level 3.
I would like to discuss these six types together after this list.

Confusion Blast: Single-target offensive spell
A spell that shoots chunks of light at the target.
It deals damage and has a certain probability of inflicting the target with Confusion.
It is very user-friendly.
Its range is fairly decent, and it is highly accurate.
Small MP consumption.

Level 6

Illusion: Support spell
A spell that creates an illusion.
It is said that its results depend on the caster's own skill.
In many cases, the caster's own illusion is created and used for distraction..
Its range is rather wide. Medium MP consumption.

Light Explosion: Multiple-target offensive spell
An AoE version of Confusion Blast.
It deals about 70 percent of the damage that Confusion Blast does.
The probability of inflicting a status condition is the same.
Its range is fairly decent.
Medium MP consumption.

Level 10

Enchanted Light: Buff spell
A spell that gives Light attribute to a target.
It is the Light version of Enchanted Weapon.
Its range is short . Small MP consumption.

Pulsed Laser Blast: Single-target offensive spell
An offensive spell that uses light vibrations.
It is very powerful, but it loses power as the target gets further away from the caster.
Its range is rather long, and it is extremely accurate.
Large MP consumption.

3.3 Dark Magic

To this date, there are known to be Spells up to Level 10.

Level 1

Night Vision: Support spell
A spell that allows the target to see in the dark.
It is advised that at least one, if not two members of any party know this spell.
Elves and Dwarves do not need this spell as they have the Dark Sight skill.
The Dark Sight skill is superior to this spell in terms of effectiveness.
Unlike what happens with Flashlight, monsters won't be attracted to the caster as there is no light source to catch their attention.
However, for that same reason the spell must be cast on each party member individually.
Depending on the situation, it might be better to use Flashlight instead of this spell.
Its range is fairly decent. Slight MP consumption.

Mental Enchant: Dark: Buff spell
A spell that increases the INT stat.
It also adds to everything that is affected by INT.
It is mainly used to increase the damage of offensive spells.
Its range is fairly decent. Small MP consumption.

Level 3

Resist Dark: Counterspell
A spell that reduces the damage caused by Dark attribute attacks and reduces the probability of being hit with status abnormalities.
Please note that this doesn't mean that it will prevent them completely
Its range is fairly decent. Small MP consumption.

Dark Heal: Recovery spell
I would like to discuss the six types of recovery spells after this list.

Dark Stare: Single-target offensive spell
A spell that shoots chunks of darkness at the target.
It deals damage and has a certain probability of inflicting the target with Blindness.
It is very user-friendly.
Its range is fairly decent, and it is highly accurate.
Small MP consumption.

Level 6

Dark Field: Support spell
An area that envelops the specified area in darkness.
It also reduces the effectiveness of Night Vision and Dark Sight.
Please note that some monsters might be unaffected.
Its range is fairly long. Medium MP consumption.

Dark Explosion: Multi-target offensive spell
An AoE version of Dark Stare.
It deals about 70 percent of the damage that Dark Stare does.
The probability of inflicting a status condition is the same.
Its range is fairly decent.
Medium MP consumption.

Level 10

Enchanted Dark: Buff spell
A spell that gives Dark attribute to a target.
It is the Dark version of Enchanted Weapon.
Its range is short. Small MP consumption.

Cursed Shadow: Single-target offensive spell
An offensive spell that uses shadows.
It cuts through the target's shadow and deals damage accordingly.
As long as the target has a shadow, defense and evasion against this spell are almost impossible.
Also, it has infinite range provided that the target's shadow is visible. It is extremely accurate.
Since it is considered a curse, there are some targets that might resist this spell.
Large MP consumption.

3.4 Fire Magic

To this date, there are known to be Spells up to Level 10.

Level 1

Pyrokinesis: Support spell
A spell that sets the target on fire.
It is not a spell meant to deal damage, unless the target is a highly combustible being.
However, it has been confirmed that it works very effectively against a certain type of monsters.
Its range is narrow . Slight MP consumption.

Physical Enchant: Fire: Buff spell
A spell that increases the STR stat.
It also adds to everything that is affected by STR.
It is mainly used to increase the damage done by physical attacks.
It also adds to everything that is affected by VIT.

Level 3

Resist Fire: Counterspell
A spell that reduces the damage caused by Fire attribute attacks and reduces the probability of being hit with status abnormalities.
Please note that this doesn't mean that it will prevent them completely
Its range is fairly decent. Small MP consumption.

Fire Heal: Recovery spell
I would like to discuss the six types of recovery spells after this list.

Fire Shot: Single-target offensive spell
A spell that shoots a fireball at the target.
It deals a lot of damage for a Level 3 spell, and many monsters cannot resist it so easily.
Both its range and accuracy are fairly decent.
Small MP consumption.

Level 6

Fire Wall: Defensive spell
A spell that creates a wall of flames.
Since it is not solid, pa.s.sing through it is possible, though it deals great damage in that case.
Its range is fairly decent. Medium MP consumption.

Fire Storm: Multiple-target offensive spell
An AoE version of Fire Shot.
It deals about 70 percent of the damage that Fire Shot does.
The probability of inflicting a status condition is the same.
Its range is fairly decent.
Medium MP consumption.

Level 10

Enchanted Fire: Buff spell
A spell that gives Fire attribute to a target.
It is the Fire version of Enchanted Weapon.
Its range is short. Small MP consumption.

Enemy Burn: Single-target offensive spell
A spell that forces the target's entire body to burn violently.
The target needs to be within the caster's line of sight.
It is impossible to escape the effect of this spell, however its range is rather short.
Large MP consumption.

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The Summoner Is Going Chapter 114 Part1 summary

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