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Chapter 4 - Chapter three: Essentials of Magic

What caught my attention the most was magic. Magic is common here—in fact, everyone is capable of using it. Mana is as ubiquitous as the air in the various layers of the atmosphere.

This is what was written in this book, which appears to be someone's diary. It is handwritten, much like that book that spoke about the Kingdom of Kirek and the geography of that city and its surrounding areas.

It was very useful. Now, let's see what else is contained in this book.

After flipping through many pages, I concluded the following:

A person can begin using magic at the age of seven. When a child reaches seven, a screen appears displaying their classification, rank, the elements they can use, and the skills acquired. This screen appears only once and then disappears, reappearing only for the owner unless they choose to display it to others.

It then goes on to mention:

People capable of using magic are divided into five classifications:

The Warrior:

It appears that a warrior can use combat techniques, swordsmanship, spears, archery, or even axe combat.

The warrior is distinguished by a unique system built on the use of the four primary elements—earth, wind, water, and fire—in that order. Every warrior starts with the element of earth. After mastering its use, a lock must be broken to move on to the next element, and so on until reaching fire.

Once the element of fire is mastered, a lock allows the fusion of elements to reach higher-level elements. For example, earth and fire produce magma, while water and wind produce ice. The better you master these higher elements, the easier it becomes to combine them in battles—provided they do not cancel each other's effects.

Sometimes a warrior may be born capable of using two or three elements from the start, or even mastering one of the higher elements without mastering all four of the basic ones. This is due to genetics.

The Mage:

A mage is born able to use the four primary elements. However, each mage is assigned a level starting from SS, S, A, B, C, D, E, F, and G. A mage cannot use higher elements unless they are at level B or above.

A mage can be born at any level except for levels C and above.

A mage's attacks are characterized by their medium to long range. Sometimes, these spells serve defensive purposes, such as constructing castles, fortresses, or even certain combat equipment—this applies only to mages of higher levels (B and above).

This also includes writing runes that add extra power to weapons, though this is limited to only levels S and SS.

The Supporter:

Sometimes called the Healer, their mission is solely to support nearby allies—healing, removing curses, enhancing the body, or reducing the strength of enemies. In some cases, they can raise the morale of their allies or diminish that of their foes.

This is considered the weakest classification among the five. Despite its importance, the supporter cannot attack or defend. Therefore, they cannot work alone and must operate as part of a team, usually accompanied by a tank for protection.

The Tank:

The tank is notable for high defensive capabilities and is thus nicknamed the "Walking Fortress." They usually stand in front of the supporter and mage, due to the lack of combat abilities of the latter two. The tank can create barriers for themselves or their allies; the strength of the barrier depends on the tank's power.

The Assassin:

This character specializes in assassination tasks and is extremely secretive. Once it is known that someone falls under this classification, the government recruits them to benefit from their assassination skills.

It is worth noting that in order to use magic, one must have mana.

This note is very important. It is self-evident: without mana, you would be able to use magic only in the previous world.

No one can use mana directly from the air; it must first be purified within the body in order to be used.

Furthermore, if a person wishes to use magic, they must know how to utilize the mana they have collected. There are several ways to use mana, the most important being:

• Using the mana purified within the body—a method that everyone can easily use.

• Drawing mana from an object that contains it. For example, healers use their entire mana reserve, and they have tools to store mana. Sometimes these tools take the form of magical potions that immediately restore mana after use.

• The third method is to use the mana directly. Warriors are the ones who mostly use this method, manifesting it in the form of swords, spears, or bows. Occasionally, warriors enchant their armor by infusing it with mana, engraving it with runes, and activating it whenever the wearer desires.

There were many things that were unclear to me, but this book is far better than I expected. Let's continue.

There are two ways to activate magic:

• Through magical circles.

One can transfer their mana to a magical circle, which then activates the spell inscribed within that circle, thereby casting the magic.

Additionally, the length of the spell is directly proportional to the amount of mana a person can pour into the magical circle. Thus, the effectiveness of the spell is directly proportional to the amount of mana used.

The more complex the spell or the larger the area of effect, the more inscriptions are required within the magical circle to complete the spell. Naturally, this means that the circle itself must also be larger.

• By reciting a spell.

Reciting a spell is easier and faster than using magical circles. Instead of gathering mana from around the body, anyone can simply chant the spell successfully.

You can also use any skill, as they do not require specific inscriptions.

There are also certain tools saturated with mana that require a specific incantation to be activated—these are the relics.

Relics possess indescribable power. Sometimes, they contain monsters with extraordinary strength sealed within them. In this case, they are called "Oji," though one must have a certain ability to control what lies inside.

In addition, there are relics that function as prisons, called "Alto," which can trap anything within them.

It seems that the items containing monsters were originally "Alto," and after a monster was sealed inside, they became "Oji."

Then, after flipping through more pages, the author explained the statistics screen, mentioning an important note:

(This screen may vary based on the individual's classification)

Level:

Classification:

Rank:

Number of Elements:

Higher Elements:

Experience Points:

Mana:

Health Points:

Physical Statistics:

Offensive Power:

Stamina:

Agility:

Attack Speed:

Skill Points:

Skills:

Level:

This number grows along with the other statistics. The maximum level is 100, and when you reach it, you are at your human limit. Achieving level 100 means unleashing all your latent potential—a ceiling beyond which you cannot grow. Very few people have managed to reach level 100.

Also, those with high magical statistics naturally level up faster than others. No one really knows why.

So, if I have high magical statistics, I can level up faster! This is one of the cheat skills I must acquire.

Classification:

This refers to your natural aptitude. It is directly related to the skills box below and determines the type of skills you can learn.

It is something that concerns warriors, mages, and the other classifications, and is undoubtedly important.

Rank:

This determines your capability to use certain skills. There are nine ranks in total:

Rank G (from level 0 to 19)

Rank F (from level 20 to 29)

Rank E (from level 30 to 39)

Rank D (from level 40 to 49)

Rank C (from level 50 to 59)

Rank B (from level 60 to 69)

Rank A (from level 70 to 79)

Rank S (from level 80 to 89)

Rank SS (from level 90 to 100)

These ranks are also used to classify adventurers in guilds.

Number of Elements:

This displays the number and types of elements the person has mastered.

Number of Higher Elements:

This shows the number and types of higher elements the person has mastered.

Experience Points:

This indicates the amount required to level up. With each level-up, you receive five strength points to increase your physical statistics and five points to improve your skill statistics; you can choose any skill you wish to enhance.

Wow, this is very helpful.

Skills:

Skills do not appear until after level ten. When a person can use a new element, all the skills for that element appear.

Not until after level ten? It seems this system works like a child lock.

Except for inherited skills—they appear at any time.

Hmm. Where is the explanation for the inherited skills? No matter how many pages I flipped, I found nothing about them. I will search for them later. Let's continue.

There are some differences depending on the skill, but in general, the cost to level up skills is as follows: Rank G costs 5 points, Rank F costs 10, Rank E costs 20, Rank D costs 40, Rank C costs 80, Rank B costs 160, Rank A costs 320, Rank S costs 640, and it totals 1,280 points to upgrade a skill to Rank SS.

That's a lot. Who even has a skill at Rank SS?

So, the first thing is to master the elements and then to earn points. Since these are awarded as you level up, it is possible. But there is something illogical: 5 points per level from one to one hundred—with a little math… even if someone reaches level 100, there won't be enough points to obtain a Rank S skill.

I flipped through the remaining pages and found nothing else. But there is a note stating:

End of the first version.

So, there must be a second version. I have to find it.

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