recursal/Fanatic-Fandom huggingface dataset:
Rego

**Rego (RE) “Controlo”** El Arte de Rego le permite a un magus cambiar el estado de un objeto a cualquier otro que el objeto, por sí mismo, pudiera tener. De este modo, como todos los objetos pueden encontrarse en cualquier localización de forma natural, la magia de Rego le permite a un magus desplazar objetos. Rego también puede hacer que un árbol forezca fuera de temporada, obligar a una persona a dormir, esculpir una estatua a partir de un trozo de piedra o tejer el hilo hasta conseguir una túnica. No puede conseguir que un animal parezca joven de nuevo, porque los animales adultos no pueden rejuvenecer de forma natural (aunque Muto podría hacerlo). Rego tampoco podría hacer a un animal más viejo, porque envejecer supone un deterioro de la forma (por lo que Perdo lo conseguiría). De forma similar, aunque Rego pueda hacer que un árbol dé frutos cuando no debiera, esa fruta no contendrá semillas, porque las semillas son sustancias separadas (son árboles en potencia), por lo que crearlas requeriría Creo. De igual modo, Rego no podría volver marrón un perro negro porque, aunque los perros puedan de forma natural ser negros, el perro marrón del que hablamos no puede de manera natural adquirir ese color. Los artesanos mundanos pueden hacer que algo cambie de estado, siempre que dicho estado pueda ser alcanzado por el objeto de forma natural. Por consiguiente, cualquier cambio que un artesano mundano pueda realizar, también se puede conseguir con magia de Rego. En este caso, sería necesario hacer una tirada de Precisión para determinar la calidad del resultado. Sin embargo, Rego puede lograr cambios que un artesano jamás podría conseguir, pues este último se ve limitado por las herramientas de que dispone, por el tiempo o su propia pericia, mientras que la magia no tiene en cuenta esos factores. Pronunciado como se lee, “rego”.
Frenzy

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Frenzy** may refer to any of the following:

* Frenzy (State)
* Frenzy (NPC Talent - Singuled)
Grid's Combat Techniques

**Grid's Combat Techniques** is a kind of Mastery Skill that is only available for Grid. The skill was acquired by Grid after he used the **Martial God's Secret Technique**-which combined his two Mastery Skills, Weapons Mastery and the Magic Mastery, to form this skill.

## Description

* Original
* With modifier

[Grid's Combat Techniques]

Stage: Intermediate     Level: 7

When equipped with weapons, physical attack power and magic attack power are increased by 25% and the hit rate of all attacks is increased by 7%. Additionally, magic casting time is reduced by 7%.

★ You can choose to increase physical attack power or magic attack power.

★ If you choose to increase physical attack power, then the magic attack power increase effect, hit rate increase effect, and casting shortening effect are deactivated. Meanwhile, physical attack power is increased by an additional 15%.

★ If you choose to increase magic attack power, then the physical attack power increase effect, hit rate increase effect, and casting shortening effect are deactivated. Meanwhile, magic attack power is increased by an additional 15%.

[Grid’s Combat Techniques that Depicts the End of the Martial God (?)]

Stage: Advanced     Level: 5

When equipped with weapons, physical attack power and magic attack power are increased by 38% and the hit rate of all attacks is increased by 21%. Additionally, magic casting time is reduced by 11%.

★ If the combat target is a god, all gains will increase by 10%.

★ You can choose to increase physical attack power or magic attack power.

★ If you choose to increase physical attack power, then the magic attack power increase effect, hit rate increase effect, and casting shortening effect are deactivated. Meanwhile, physical attack power is increased by an additional 15%.

★ If you choose to increase magic attack power, then the physical attack power increase effect, hit rate increase effect, and casting shortening effect are deactivated. Meanwhile, magic attack power is increased by an additional 15%.

\* Current Status: No specific increase/Increase magic attack power/Increase physical attack power. (The options of 'Current Status' are based on the 3 possible scenarios. Therefore, the 'Current Status' has been modified according to them.)

### Using the Martial God's Secret Technique

[’Martial God’s Secret Technique’ has been acquired.]

[Contemplate your own combat power.]

......

[Gained enlightenment and integrated the mastery skills.]

[Weapons Mastery and Magic Mastery are merged into Grid’s Combat Techniques and the level is based on the skill with the higher growth.]

## How to Obtain

### Item

* Martial God's Secret Technique: The Weapons Mastery and the Magic Mastery were combined to form the Grid's Combat Techniques after Grid gained the enlightenment from this Secret Technique.

## References

1. ↑ Chapter 1505| Description of the skill with the new modifier after Hayate defeated Zeratul
2. ↑ Chapter 1303
3. ↑ Chapter 1303
Formless Sword

**Formless Sword** or "**Backbone Sword**" is the third Divine Object created by Grid.

## Information

A sword made from a Great Demon's spine. The spine forms the blade and Greed forms the hilt. It was created to mimic Kraugel's flexible sword style.

## Description

[Formless Sword]

[Rating: Myth

Durability: 1,100/1,100 Attack Power: 2,790

★ Changes form for every attack.

★ Every time the form changes, the evasion of the attack target will decrease greatly and weaknesses will be exposed.

★ For a general attack, two consecutive strikes must occur unconditionally.

-Connect a stab with a cutting attack.

-Connect a cut with a stabbing attack.

★ Once five combos are achieved, it will cause the target of each combo to receive an abnormal status. There is a very low probability of a 'blind spot attack.'

★ Once 12 combos are achieved, a 'blind spot attack' will occur with every attack.

A sword containing the ideals of Overgeared God Grid.

It is made from the spine of the 22nd Great Demon, Obora. 30 joints are retained, allowing for countless changes in the form and length. It is called 'formless' because the original appearance isn’t known.

\* The nature of the bone blade means it is likely to be damaged. Every time an attack hits, the durability is decreased.

Weight: 900

Conditions of Use:  Grid]
Five Steps

## Summary

Five steps is a passive skill that doubles the power(damage) of the next attack after taking five steps, regardless of the direction of the steps, even if it's walking around the same spot. It's an exclusive skill of Tzudan and his successor.
This skill is the reproduction of the former's legend where he reached the Mountain King of Grenier, in only five steps, earning his respect.

## Description

[Five steps Lvl.1]

Type:Passive

Rating: Legendary

Reproduce the legend of the legendary warrior, Tzudan, who gained the respect of the Mountain King of Grenier before meeting his end.

After taking five steps, the power of your next attack will be doubled. This effect can be applied to both normal attacks and skills.

\* If you manage to land on the glowing steps 5 times in a row, the next attack will deal True damage which ignores the defense and resistance of the target.

(The description is not available. The information is derived from the story.)

## How to Obtain

* Obtain the legendary class Tzudan's successor

## References

1. ↑ Chapter 1546
2. ↑ Chapter 1546
3. ↑ Chapter 1538
4. ↑ Chapter 1538
5. ↑ Chapter 1546
6. ↑ Chapter 1546
Frostlight Orc (Race)

Grid needed sylphid scales for his Hooded Zip-Up which can be obtained by killing frostlight orcs.

## Information

The frostlight orcs are monsters inhabiting the snowy north. They have blue skin, unlike the regular orcs with green skin, more intelligence so they are well organized, and are 1.5 times greater in size. They are extremely strong against the cold, but their weakness is fire. The frostlight orcs have a sixth sense that can detect and hunt sylphids. They like to keep the sylphid scales as treasures. They have their own language and live in villages.

## Typical Drops

### Common

* Gold
* Frostlight Orc Leather
* Crude Hand Axe
* Old Jewel
* Crude Bow

### Special from a Boss

* Blessed Weapon Enhancement Stone
* Blessed Armor Enhancement Stone
* Frostlight Orc Chief's Helmet
* Red Lightning Summoning Bead
Goddess' Divine Punishment

*This article is lacking few details. You can help Overgeared Wiki by expanding it.*

## Goddess'Divine Punishment

### Failure

Level -20. You will lose your current class. The complete corruption of the Rebecca Church.

## Description

[Goddess' Divine Punishment]

Difficulty: Class change quest.

Your choice to reject the corrupt pope's command wasn't wrong. Goddess Rebecca has blessed you.

As an agent of Goddess Rebecca, punish the corrupt pope!

Quest Progress Reward: Abilities awakening.

Quest Clear Conditions: Pope Drevigo's death.

Quest Clear Reward: The hidden class 'Goddess' Agent.'

Quest Failure: Level -20. You will lose your current class. The complete corruption of the Rebecca Church.

\* The hidden class change quest has the power to transform Satisfy's world, according to the result. Please be careful.

## Quest Result

The quest succeeded.

Grid killed Pope Drevigo with little help from Damian.
Flower Revolve

Grid saw Pagma used **Flower Revolve** against Chreshler in the latter's shared vision and chose to create it.

Grid used Flower Revolve along with several skills, to maximize its effect, during his fight against Sky King Rigal.

## Summary

**Flower Revolve** reflects marked targets.

With Braham's favor, Lightning is deployed as well as Shield is wrapped around the caster.

## Description

[Flower Revolve]

*(The actual game description is not available in the novel.)*

## Braham's Favor

[Flower Revolve]

★ The Lightning and Shield effect will be applied.

Mana Consumption: 1,300

## Available in

### Skill

* Great Swordsman Pagma's Swordsmanship
* Grid's Swordsmanship

## How to Obtain

### Skill Fusion

1. Flower
2. Revolve
Golden Cudgel

## Description

### Mention

Zibal screamed and pulled out a grey rod. It was the emergence of the ego weapon made by the 1st ranked blacksmith, Panmir, who used the techniques learned from the dwarf city Talima. The grey rod was 1 meter in length and soared into the sky. The length quickly grew to 3 meter in an instant and aimed for Kraugel’s chest.

### Official

The ego weapon was produced by Panmir a very long time ago. Zibal had been strengthening it with the effects from all sorts of quests and hidden pieces. As of the Berith Raid, the Golden Cudgel had been enhanced to +8 and contained the ‘amplification’ and ‘penetrating’ effect. The biggest problem was the recoil the moment the volume and weight increased, damaging the user's limb fatally.
Zibal uses it as a general giant weapon for his Raiders due to the strain recoil.

## Skills

* Grow: Size change
* Lengthen: Length change

Acquired Stats:

* Amplification effect
* Penetration effect

## Trivia

* An ego weapon inspired by Sun Wukong's unique weapon.
* The weapon grew through hidden pieces and quests to obtain 'amplification' and 'penetrating' effects.
* Zibal's affinity, even usage, with the Golden Cudgel is mediorce due to self-damage from using its skills to the fullest without external assistance even when he class changed.

1. ↑ Chapter 418
Good-Looking Sunglasses

Sold for a high price despite lack of use.

## Information

It is an item sold in the Reputation Store. Though it looks good, it has no special features.

## Description

[Good-looking Sunglasses]

The large frame is the highlight of the square sunglasses!

It is big enough to cover half the face, so it will help someone ugly look handsome!

Effect: Look handsome.

\* The charm stat isn’t created or increased. It is a simple accessory with no special function other than a visual effect.

Price: 5,000 reputation.
Giant Cave Cricket

## Information

One of the ancient species inhabiting the World Tree Forest. Its outer shell is harder than a Wyvern's scales, and its strength was more than a Bear-Wolf. It possessed intelligence that made its attacks unpredictable.

### Appearance

A massive cricket the size of a house. The creature had a total of eight legs. Two of them were relatively short front legs, and there were four sharp side legs that were used as a shield and weapon.

### Drops

* Ancient Weapon Enhancement Scroll x 3
* Ancient Armor Enhancement Scroll x 5
* Ancient Steel x 59
* Shell of an Ancient Species x 67

## Description

*(The actual game description is not available in the novel.)*

## Story

### Chapter 824-825

It suddenly appeared to attack Piaro, Mercedes, and Grid. During the fight, Grid managed to complete his Hero King's Armor. With the power of items, they were able to kill the raid boss.
Giant Brown Bear Leather Set

## Information

The **Giant Brown Bear Leather Set** is the first set made by Grid. Grid used the production methods he got from Khan, however when Khan made these items they were not classified as set-items.

Khan thought it happened because Grid designed their balance perfectly.

## Composition

* Warm Giant Brown Bear Leather Hat (Normal-rated)
* Warm Giant Brown Bear Leather Armor (Normal-rated)
* Warm Giant Brown Bear Leather Cloak (Normal-rated)
* Warm and Functional Giant Brown Bear Leather Gloves (Rare-rated)
* Great Giant Brown Bear Boots (Epic-rated)

## Effect

* [You have equipped the ‘**Giant Brown Bear Leather Set**,’ giving a bonus of 60 defense and 30% cold resistance.]
* Defense: +389 (with the bonus)
* Cold Resistance: 90% (with the bonus)

## User Restriction

* The owner must be over level 130 to equip any of these.
* Intermediate Leather Armor Mastery - For the Armor only.

## Notes

* Grid used these items to test his class characteristics penalty.
* The value of set-items are higher
Grid's Clone

## Skills

* Linked Kill Wave
* Pinnacle Kill
* Revolve
* Kill
* Transcended Link
* Magic Missile (Enhanced)
* Meditation
* Blackening
* Blacksmith's Rage
* Quick Movements
* Transcended Linked Kill Wave Pinnacle
* Flower
* Linked Revolve
* Splendor
* Sanctuary of Metal

Copy of a player.

## Information

Grid's Clone is an entity who was made to copy Grid. He can recreate all of his skills and abilities, as well as some he hasn't unlocked yet. After dying in the Blackening state, he was pulled into Hell.

Within Hell, he is a feared existence. Some Great Demons regard him as a great threat.

### Personality

In part due to his initial purpose, he has a strong desire for violence. He attacks first and asks questions later. Though he seems reckless, he has his own desires and doesn't truly want to die.

## Story

### Chapter 384-392

He acts as the challenge for Grid on the 41st Island of the Behen Archipelago. He defeats Grid several times before being beaten himself. Soon after, he ends up in Hell.

### Chapter 840-841

While at a castle, he encounters Yura. He has a short conversation with her before attacking her again.

### Chapter 845

Grid's Clone encounters and immediately kills Tarot.

### Chapter 900-908

Due to new information and Baal's assistance, the clone is able to leave Hell. Once out, he rushes to Grid's location to fight him again. Despite his new power, he is killed by Grid again.

### Chapter 1663-1665

When Mercedes attacks the Hell Moon, he escapes it and attacks her. Following his latest loss, his soul is pulled back into the Hell Moon.

## References

1. ↑ Chapter 840
2. ↑ Chapter 384
3. ↑ Chapter 385
4. ↑ Chapter 386
5. ↑ Chapter 387
6. ↑ Chapter 389
7. ↑ Chapter 392
8. ↑ Chapter 840
9. ↑ Chapter 841
10. ↑ Chapter 907
11. ↑ Chapter 907
12. ↑ Chapter 1663
13. ↑ Chapter 386
14. ↑ Chapter 392
15. ↑ Chapter 901
16. ↑ Chapter 841
17. ↑ Chapter 907
Grid's Pickaxe

...

## Description

[Grid's Pickaxe]

Rating: Unique

Durability: 180/180

Attack Power: 233

\* 20% increase in mining speed.

\* 10% increase in attack power.

\* Shape conversion is possible.

A tool with long blades extending on both sides.

A pickaxe made by the legendary blacksmith Grid.

At first glance, it is no different from a normal pickaxe. But there are obvious differences.

The blades on both sides can be folded as needed and half the hilt is made of a blade.

It can be used as a sword.

However, since it is far from the ideal sword form, it isn't recommended to be used with bad skills.

Conditions of Use: Mining or Farming skill. Advanced Mastery Level 1. 1,200 strength.

Weight: 880
Fluidization

## Summary

Makes it impossible for physical damage to affect the body. However, it does not work under the influence of divine power.

## Description

[Fluidization]

When attacked, the body can become fluid like a slime to minimize damage. However, the damage from some attribute magic might become even greater.

## References

1. ↑ Chapter 803
2. ↑ Chapter 268
Perdo

**Perdo (PE) “Destruyo”** Perdo degrada las cosas, empeorándolas. Es lo opuesto a Creo. La magia de Perdo puede destruir objetos, eliminándolos por completo de la existencia, o puede anular ciertas capacidades de los mismos. Por lo tanto, Perdo Corpus puede anular el peso de una persona, dejando el resto de sus propiedades intactas, y Perdo Ignem puede hacer que el fuego no queme. Por sí mismo, Perdo solamente puede anular una capacidad de un objeto en toda su extensión; hacer posible que un fuego solo sea capaz de quemar lana necesitaría Perdo con un requisito de Muto: Perdo para anular la capacidad de quemar cualquier cosa y Muto para otorgar la propiedad de hacer arder solo lana, una cualidad que el fuego no posee de forma natural. Es más fácil para la magia de Perdo destruir propiedades que se pierden de forma natural. De esta forma es más sencillo matar a una persona que eliminar su peso mientras dejas el resto de sus propiedades intactas, ya que lo primero ocurre de forma natural y lo segundo no. Así, destruir propiedades que los objetos no pueden perder de forma natural cae dentro del Límite de la Esencia Natural, y no puede ser permanente; las propiedades destruidas vuelven a su estado natural por sí solas cuando el hechizo finaliza. Perdo solo puede empeorar el estado de los objetos. No es posible afilar una espada con Perdo, pese a que el proceso implique que el arma pierda metal de su filo. De manera análoga, considerando una herida una propiedad de una persona, Perdo no puede eliminar dicha propiedad porque hacerlo conllevaría mejorar al objetivo. Pronunciado como se lee, “perdo”.
Grid's Sword

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Grid's Sword** may refer to any of the following:

* any sword in Grid's hand.
* Mass Production Grid's Sword
* Grid's Sword (First Divine Artifact)
Great Magician (Class)

*This article needs more details. You can help Overgeared Wiki by expanding it.*

## Information

### Conditional Great Magician

Conditional Great Magician was listed twice in Grid's status window as a class. It might mean the class **Great Magician**, but is not confirmed.

## Description

*(The actual game description is not available in the novel.)*

## Known Characters

### NPC

* Braham (former) - had the 'Great Magician' as his class while being in the incomplete soul state when possessing Grid for a short period of time with Assimilation. When Braham resurrected, his lost status of being a Legendary Great Magician returned.

## How to Obtain

### Quest

* Accept the quest Legendary Great Magician.

## Notes

* The novel does not explain clearly why Braham had only this class as a soul when possessing Grid. It may have been due to his incomplete soul state. There is also a chance that before becoming a 'Legend' he had this as his class and after becoming one, it upgraded to the Legendary Great Magician.

## References

1. ↑ Chapters 684, 842
2. ↑ Chapters 307, 662, 1028 | See notes.
3. ↑ Chapter 1134
4. ↑ Chapters 307, 662, 1028
Frostlight Orc Chief's Helmet

Helmet obtained from a boss monster.

## Information

It is a Unique rated helmet that can drop from the Frostlight Orc Chief. This item is part of a set.

## Description

[Frostlight Orc Chief's Helmet]

* Original
* Improved

### Original

Rating: Unique (Set)

Durability: 250/250    Defense: 130

\* The chance of suffering a critical blow is reduced by 20%.

\* Health will increase by 10%.

\* Has a certain chance to cast fear on the target.

\* Frostlight Orc Chief's set effect:

-3 set items equipped: Strength +50, stamina +80.

-5 set items equipped: Strength +100, stamina +200, can transform into the frostlight orc chief.

\* Frostlight Orc Chief's transformation:

-It is possible to command the frostlight orcs.

-The skill 'Rotation Cut' will be generated.

The frostlight orc chief can be described as the ruler of the northern snowfields. This helmet, which he loved, was made from the skull of a snowy ogre and has a terrible appearance. In the particular, the horn on the left has a very threatening appearance. Just wearing this helmet can cause fear.

Conditions of Use: Level 150 or more. More than 400 strength.

Weight: 800

### Improved

Rating: Unique (Set)

Durability: 290/290 Defense: 190

\* The chance of suffering a critical blow is reduced by 25%.

\* Health will increase by 15%.

\* Has a certain chance to cast fear at the target.

\* Frostlight Orc Chief's set effect:

-3 set items equipped: Strength +50, stamina +80.

-5 set items equipped: Strength +100, stamina +200, can transform into the frostlight orc chief.

\* Frostlight Orc Chief's transformation:

-It is possible to command the frostlight orcs.

-The skill 'Rotation Cut' will be generated.

The frostlight orc chief can be described as the ruler of the northern snowfields. This helmet, which he loved, was made from the skull of a snowy ogre and has a terrible appearance. In particular, the horn on the left has a very threatening appearance. Just wearing this helmet can cause fear.

Originally there was a sense of crudeness, but a craftsman with great talent and potential had reassembled it, complementing the weaknesses and enhancing the function.

Conditions of Use: Level 150 or more. More than 400 strength.

Weight: 800
God Hand (Skill)

## Information

There is a low probability that the skill is triggered by the Blade Aiming at the Gods when attacking.

## Description

[God Hand]

Summons a golden hand modeled after Grid's hand. The golden hand will revolve around the user of the Blade Aiming at the Gods and will protect the user. There is a low probability of firing Magic Missile (Enhanced) to attack the enemy. No resources will be consumed at this time.

Up to eight God Hands can be summoned at the same time.

God Hands Summoning Time: None

God Hands Summoning Cooldown Time: 5 minutes
Golden Guild

*This article is lacking few details. You can help Overgeared Wiki by expanding it.*

## Appearance

### Official

Chapter 250

The **Golden Guild** was one of the Seven Guild alliance that attacked Reidan.

## Information

The **Golden Guild** was the next largest guild after the Snake Guild and Giant Guild.

## Known Member

### Guild Master

* Seuron - he has a unique hidden class known as "Soul Predator"; he ranks 23rd on the unified rankings.

## Relationships

### Seven Guilds

Under Zibal's leadership, the seven strongest guilds of Satisfy came together to destroy Reidan - Overgeared Guild's HQ - in order to thwart the development and momentum of Overgeared Guild.

## Note

* The author never named another member of the Golden Guild aside from Seuron. He always referred to them as the 'Golden Guild members' even when they had dialogues.
Corpus

**Corpus (CO) “Cuerpo”** Corpus es el Arte de los cuerpos humanos. Este Arte afecta a los cadáveres y a los cuerpos de las criaturas mágicas o feéricas que parezcan humanos, así como a todos los humanos vivos. Desde que la flosofía natural afrma que estas cosas no tienen más en común que su apariencia, y Corpus no afecta a las estatuas humanas, los teóricos Herméticos están perplejos por el alcance de esta Forma.
**Bono por Forma:** Aguante contra los ataques humanos desarmados, tiradas para resistir enfermedades. Este bono no se aplica a las tiradas de envejecimiento. Pronunciado como se lee, “corpus”.
The Chillin' Scout

*The Chillin' Scout* is a species of friendly scout that is a bit similar to the Easter Egg Scout and is usually found on 2Fort. There are currently no pictures of *The Chillin' Scout* and they are pretty rare to find due to the unawareness of the species*.* However, there is some information about the species.

Their appearance and cosmetics can be random.

Their loadout can also be random, except their secondaries. Their secondaries are BONK! Atomic Punch or Crit-A-Cola.

Their behaviour is that they either go to a corner or a specific spot and use a stationary taunt, specifically The Homerunner's Hobby and wait until someone attacks them. If they are attacked, they will rebel against the attacker. Their allies, companions, friends or partners are Hoovies, Lazyneers, Demopans and Spycrabs. Their enemies or foes are Scannoys, Scunts and Trolldiers.

Here are some other 5 facts about *The Chillin' Scout*:

1. Their favourite flavours of the BONK! Sodas are mainly BONK! Atomic Punch. The ones that favour Crit-A-Cola are deemed as Autistic Chillin' Scouts.
2. *Chillin' Scouts* like to watch other friendlies, usually A-Posers, which they describe as "Bird Watching".
3. *Chillin' Scouts* are actually Scunts, they're just not aware of it.
4. Sometimes *Chillin' Scouts* like to end stop chillin' out like they usually do and then use The Boston Boarder taunt to skate around the map.
5. There is also another type of *Chillin' Scouts* called The ADHD Chillin' Scouts, which, like the name suggests, have trouble focusing on things. This may be why some *Chillin' Scouts* start to focus on something but then almost immediately focus on another thing.
Gauntlets Longing for a Hunt

A pair of gauntlets found by Grid in a Dwarf's shop in Talima City.

## Information

**Gauntlets Longing for a Hunt** is a really good item. It increases the attack hit rate against monsters by 20%. It also increases the probability of hitting weaknesses so monsters with a higher level than the wearer could be more easily hunted. The low level limit was also very helpful for Players just starting the game.

After arriving in Talima, Grid had used his appraisal skills more than 300 times. Finally, he found a special item for the first time. These gauntlets had a hidden function. According to Grid the value of these gauntlets is around 10 million gold, but when Grid saw them in a dusty corner with a price tag of only 100,000 gold he cocked his head and even doubted his eyes. He really wanted to purchase these gauntlets.

## Description

[Gauntlets Longing for a Hunt]

Rating: Unique

Durability: 5/203     Defense: 108

\* Accuracy will increase by 5%.

\* Attack speed increased by 10%.

Gauntlets with the ego of a hunter.

It maximizes the wearer’s hunting efficiency.

\* The characteristics of the ego increases PvE hit rate by 20% and the probability of attacking the weakness in PvE by 10%.

Conditions of Use: Level 200 or more.
Fly on Top of Grass (Skill)

## Information

After Grid opened a Secret Technique Box which contained a secret technique of War God Zeratul, they got the skill Light Footwork Technique: Empty Approach Path, but as it needed 8000 points in agility they degraded it with the damaged books given by the war god followers. After successfully degrading it Grid gave it to Faker, after which Faker learnt the secret technique and was shocked to see the effects of the skill and even thought thar the skill should have been learnt by Grid.

## Description

[Fly on Top of Grass]

Rating: Epic

A Light Footwork Technique that can run on grass.

Learning Conditions: 3,000 agility.

All speeds have increased by 20%.

Movement speed is twice as fast in forests or on grassland.

## Related Topics

* Light Footwork Technique
* Secret Technique Mixture System

## Notes

* Grid didn't use this technique because he thought that he has reached the limit of Pagma's Descendant (Class) and he can't further increase his movement speed due to the limit as he hadn't built up his Transcendence Status, so he trusted that Faker can help Overgeared Kingdom and his family when he is needed.
Frenzy (State)

*This article needs more details. You can help Overgeared Wiki by expanding it.*

## Summary

During the frenzy, the base damage will increase slightly, but the defense will decrease slightly. In addition, the casting speed and resource consumption of all skills are greatly increased.

## Description

[Frenzy]

*(Formal description is not available.)*
Criamon

**Lema:** *Mundus internus mundus externus* (el mundo interior es el mundo de fuera).

Esta misteriosa Casa es conocida por su oscura filosofía, su desdén por el simple poder y la costumbre de sus miembros de tatuar sus rostros y cuerpos con símbolos arcanos. Los seguidores de Criamon son un grupo de magos enigmáticos y aislados del mundo, que generalmente tienen poco interés en la política de la Orden.

Los magos Criamon buscan el Enigma, que según los demás magos parece ser algún tipo de experiencia mística. Para los seguidores de Criamon, comprender Enigma tiene mucha relación con descubrir la verdadera naturaleza del crepúsculo y de la propia magia.

**Criamon, el Fundador:** Criamon era un especialista en manipular ilusiones. De carácter hosco y reservado, aceptó unirse a la Orden por la protección a su privacidad que el Código le garantizaba.

**Domus Magnus:** Es la Caverna de las Sombras Danzantes, donde se asegura que permanecen los espíritus de todos los que han sido Primus de esta Casa a lo largo de los años.
Bjornaer

**Lema:** *Potentia super ipso potencia super aliis* (Poder sobre uno mismo es poder sobre los demás).

Los magos Bjornaer (byórnaer) se interesan principalmente por los animales y el lado más primitivo de la naturaleza humana. Debido a este énfasis en su instrucción, cada mago Bjornaer puede tomar la forma de un animal, conocido como su “bestia interior”. La comprensión de la bestia interior en particular y de los animales en general se considera mucho más importante que la magia hermética para muchos de los magos de esta Casa.

Debido a su naturaleza, los magos Bjornaer son incapaces de forjar lazos necesarios para tener un familiar y la simple idea les resulta extraña. Algunos Bjornaer ridiculizan a los magos que tienen familiares, a los que llaman “sucedáneos” de su bestia interior. Por su parte, los demás magos desconfían de los seguidores de Bjornaer debido a su fascinación por lo bestial. Además, a la Casa Bjornaer se le tiene menos respeto del que le corresponde porque su fundadora era de una tradición mágica germánica en lugar de romana.

**Bjornaer, la Fundadora:** La maga Bjornaer, al contrario que la mayoría de los fundadores de la Orden, provenía de una tradición mágica de origen germánico, en vez de latino. Al parecer, Bjornaer era una de las hechiceras más poderosas de entre su gente, habiendo sido profetizado su nacimiento con siglos de antelación. Sin embargo, por amor a un hombre rechazó las costumbres de su pueblo y acabó exiliándose, por lo que aún se conserva el rencor hacia ella entre los suyos.

**Domus Magna:** Crintera, situada al norte de los Alpes.
Jerbiton

**Lema:** *Ars vitam ilustrat* (El arte ilumina la vida).

La Casa Jerbiton (yérbiton) está interesada en la sociedad mundana y en ocasiones asume el deber de mantener a la Orden en buenas relaciones con la nobleza y la Iglesia. Esta inclinación de sus miembros a menudo surge de un origen noble: los aprendices suelen escogerse de entre la aristocracia y suelen mantener esos lazos tras su aprendizaje. Muchos miembros de otras casas creen que los seguidores de Jerbiton están demasiado ligados a los poderes mundanos como para confiar en ellos. Por su parte, los magos Jerbiton temen que la Orden se haya aislado de la humanidad y se arriesgue a un sangriento conflicto con los mundanos. Tratan enérgicamente de cerrar esta brecha y estudian con pasión la sabiduría Clásica.

**Jerbiton, el Fundador:** Jerbiton era noble de nacimiento, miembro de una antigua familia de patricios romanos. Educado en la música y las artes, se sintió aislado y afligido cuando un mago lo arrancó de su hogar para hacer de él su aprendiz. Una vez convertido en mago, viajó de ciudad en ciudad en la búsqueda de las artes que quedasen en esos tiempos oscuros. Así, oyó hablar de la creación de una nueva Orden de magos, a la que se unió gustoso, ya que creyó que así podría desarrollarse el arte y la filosofía. Sin embargo, en la Orden de Hermes comprobó que sus compañeros no estaban interesados en las artes de los mundanos, sino sólo en el poder y los misterios arcanos. Por ello, siempre enseñó a sus seguidores a no olvidar las artes y su origen noble.

**Domus Magna:** Castellemare, en el Tribunal de los Altos Alpes.
Good Luck

*This article is lacking few details. You can help Overgeared Wiki by expanding it.*

## Good Luck

### Description

* Chapter 41
* Chapter 491
* Chapter 928 (Update)

Item Production Game with the Mero Company gave a title that piqued Euphemina's interest. She acquired the stat with the title.

## Information

**Good Luck** is the statistic that increases the probability of a beneficial effect. The lucky phenomenon mentioned in the description means in other words the probability of positive effects occurring for a player, such as Critical Hit occurrence, chance to avoid attacks, probability to obtain good items, and probability to enhance an item. It is useful in all fields such as Item Making, Enhancement, Hunting, and Raids. For the unlucky Grid, good luck is the stat that he is most desperate for. Good luck is a special stat that does not increase with the title effects, so that its value would shine as it increases. A player with good luck will become the master of luck in the future.

## Description

[Good Luck]

* Original
* Reaching 400 Points

The likelihood of lucky phenomenon will increase.

The chances of a beneficial effect will greatly increase.

\* The higher the number, the higher the effect.

\* Stat points can’t be distributed to this stat.

## System Messages

* Update

[Your good luck stat has reached 400 points. The chances of a beneficial effect will greatly increase.]

 Available in

### Users

* Euphemina
* Grid - obtained when he enhanced the Mjolnir to +10

### Titles

* Competitor
* Uncommonly Lucky Person

## References

1. ↑ Chapter 928
2. ↑ Chapter 491
3. ↑ Chapter 928
4. ↑ Chapter 491
5. ↑ Chapter 928
6. ↑  Chapter 487
Fortress

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## Information

A fortress is the ultimate defense facility. In front of the fortress, there may be some smaller artificially made facilities such as Watchtowers and wooden fences. However, the walls and gates of a fortress that has reached the maximum level of 30 are thick, high, and have a high durability when compared to the walls and gates of a City.

 The fortresses are defense facilities built-in important military places and are strategic points. The value of the fortresses in a war is great. It is the most suitable facility to repel the enemy. The enemy can only advance to this place with interruptions. The difficulty of the occupation is so high that they make attackers quite nervous. There is no better base than a fortress to stop the enemy. Fortresses are efficient enough to defend with a small number of people, but they will eventually succumb to overwhelming power. A Great Demon is able to knock down the walls and gates at level 30 in a way that denies the meaning of a fortress.

## List of Fortresses

### Arc Kingdom

* Henlutu Fortress
* Kalatan Fortress
* Lilchard Fortress
* Peltrino Fortress

### Eternal Kingdom

* Akaru Fortress
* Kinban Fortress

## References

1. ↑ Chapter 1249
2. ↑ Chapter 656
3. ↑ Chapter 657
4. ↑ Chapter 656
5. ↑ Chapter 657
6. ↑ Chapter 1249
7. ↑ Chapter 1248
8. ↑ Chapter 1250 | In chapter 1258 it is said that the great demons attacked all areas of Arc Kingdom. That means the fortress must belong to Arc Kindgom.
9. ↑ Chapter 609
10. ↑ Chapter 561
11. ↑ Chapter 81
Merinita

**Lema :** *Natura verita únicas* (La Naturaleza es la única verdad).

Esta Casa centra su interés en el mundo de los duendes y sus miembros tienden a ser tan extraños como las criaturas que estudian. Los magos Merinita suelen vivir aislados y tienen poca relación con el resto de la Orden, excepto para defender a los duendes de los ataques de otros magos. Los miembros de esta casa huyen de lo simplemente mortal y buscan respuestas en el misterioso mundo de Arcadia.

**Merinita, la Fundadora:** Merinita estuvo especializada en magia relacionada con la naturaleza. No obstante, mientras que en las demás Casas se han ido transmitiendo de maestro a aprendiz los intereses de su fundador, en ésta no ha ocurrido lo mismo. Para conocer la causa de este cambio, hay que remontarse en el tiempo a la desaparición en un bosque faérico de Quendalon, uno de los primeros Primus de la Casa. Años después, cuando ya se le daba por muerto, volvió a aparecer, aunque con sensibles modificaciones en su aspecto y en su carácter. Entre otras cosas, sus ojos habían cambiado de color para tomar un tono dorado y ligeramente luminoso.

Quendalon inició una campaña para convencer a sus sodales de que debían abandonar el estudio de la naturaleza y centrarse en el mundo de los duendes, pues sólo en él residía el verdadero poder y el verdadero conocimiento. Esta postura encontró una fuerte oposición, no faltando quienes le acusaran de ser un cambiante faérico que había tomado el lugar del verdadero Quendalon. Impostor o no, acabó logrando su objetivo y expulsó de la Casa a los que se le oponían. Éstos fueron admitidos en la Casa Bjornaer, pero su linaje se acabó extinguiendo tras varias generaciones. Si hemos de creer a las malas lenguas, esto fue debido a una maldición pronunciada por el propio Quendalon.

**Domus Magna:** Irincillia, cerca del reino de Bohemia.
Fisherman

## Information

A class that catches fish. It is possible to raise this class by only fishing. It has the special stats Concentration and Endurance.

## Description

[Fisherman]

\* The longer the fishing time, the greater the probability of catching good fish.

## Notes

* The only NPC shown to have this class is Cardin, who was a modified version of Piaro. It is unknown if actual fishermen can use the skills he showed.
Vim

**Vim (VI) “Poder”** Esta Forma incumbe al poder mágico en bruto. Todas las Artes dependen de la energía bruta y de la potencia de la magia, pero este Arte refna el uso de la propia magia, permitiendo a los magi un mayor control de sus hechizos. Vim también afecta a las criaturas mágicas, infernales, divinas y feéricas.

**Bono por Forma:** Tiradas para resistir el Crepúsculo, pero no para comprenderlo; aguante contra el daño auto infligido por el lanzamiento de hechizos, pero no contra el daño infligido por tus propios hechizos. Pronunciado como se lee, “vim”.
Giant Kingdom

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## Information

The Giant Kingdom was destroyed by a dragon over a thousand years ago. It was said that the island had been completely buried in the sea due to a dragon's Breath. Moon Night Iron was a native mineral of the Giant Kingdom.
Las Artes Herméticas

La magia Hermética se basa en la utilización de Artes. Estas Artes, a su vez, se dividen en Técnicas y Formas.

Las Técnicas gobiernas las manipulaciones esenciales que la magia puede lograr; la Formas, el fenómeno natural esencial que la magia puede manipular. En otras palabras, la Técnica es el verbo y la Forma el sustantivo al que se le aplica el hechizo. En términos del juego, el lanzamiento de un hechizo, sea del tipo que sea, se realiza mediante la combinación de una Técnica y una Forma, del estilo Intellego Ignem o Creo Herbam, además de la subsiguiente tirada de dado.

## Técnicas

* Creo
* Intellego
* Muto
* Perdo
* Rego

## Formas

* Animal
* Aquam
* Auram
* Corpus
* Herbam
* Ignem
* Imaginem
* Mentem
* Terram
* Vim

## Los Limites de la Magia

**El Límite de la Edad**
No se pueden revertir los efectos de la edad, aunque sí ralentizar sus efectos.

**El Límite del Sentimiento Verdadero**
No se pueden alterar los sentimiento auténticos de amistad, fe o amor.

**El Límite de la Vis**
La Magia Hermética no puede cambiar el tipo de Vis.

**El Límite de la Deformidad**
No se pueden alterar las deformaciones formadas por la exposición a la magia.

**El Límite de la Esfera Lunar**
La magia Hermética no puede afectar ni a la esfera lunar ni a nada que esté más allá.

**El Límite de la Divinidad**
La magia Hermética no puede sobrepasar el poder del Altísimo ni los engaños de los poderes Infernales. Por eso no se puede afectar el resultado de un milagro, manipular la mente o cuerpo de alguien enterrado según el rito de la Iglesia, alterar la Fe Verdadera, detectar la presencia de engaños o ilusiones de un demonio ni detectar los propósitos ocultos de éstos.

**El Límite del Alma**
No se puede afectar un alma inmortal, por lo que no es posible crear verdadera vida ni resucitar a los muertos.

**El Límite de la Esencia Natural**
No se puede alterar ni determinar la naturaleza esencial de algo. Esto incluye detener o revertir el envejecimiento natural o eliminar el Crepúsculo o la Decrepitud, afectar la bestia interior de un Bjornaer, ni crear, destruir o alterar cualquier aura sobrenatural.

**El Límite de la Creación**
La magia Hermética es incapaz de crear cualquier cosa permanentemente sin usar vis en bruto, lo que incluye curar permanentemente sin vis.

**El Límite del Tiempo**
No se puede alterar el paso del tiempo. Tampoco es posible afectar al pasado, y sólo se puede afectar al futuro haciendo cambios en el presente. Sin embargo, es posible ver el pasado o el futuro.

**El Límite de la Energía**
No es posible reponer energía física para poder lanzar más hechizos, ni restaurar Confianza.

**Límite de las Conexiones Arcanas**
No se puede afectar un objeto invisible sin una Conexión Arcana.
Flambeau

**Lema:** *Ad mortem incurrite* (Cargamos hasta la muerte).

Aunque la mayoría de los seguidores de Flambeau (flambó) se especializan en magia del fuego, algunos estudian hechizos de simple aniquilación como alternativa más sutil. Estos feroces y agresivos magos causan a menudo problemas dentro de la Orden y frecuentemente irritan a los mundanos. Sin embargo, su valor a toda prueba, su ausencia de miedo, y su amor por la destrucción los hace inapreciables cuando la Orden necesita la aplicación de fuerza letal.

**Flambeau, el Fundador:** La península Ibérica fue la cuna de Flambeau, el mago de poder más devastador de la época de Bonisagus, y quizá de toda la Edad Media. El principal interés de Flambeau, maestro en el uso del fuego, era la participación en la reconquista. Su temperamento era violento, y no veía con buenos ojos la posibilidad de asociarse con otros magos. Puesto que la proyectada Orden de Hermes estaría de algún modo incompleta sin él, Trianoma viajó a Iberia para tratar de convencerle. Flambeau, enfurecido por su insistencia, la atacó, pero la Parma Mágica, el hechizo de protección inventado por Bonisagus, le salvó la vida. Flambeau, impresionado, empezó a creer realmente en la viabilidad de la Orden, y aceptó tomar parte en su fundación.

**Domus Magna:** Val Negra, en los Pirineos.
Verditius

**Lema:** *Omnia nostra instrumenta* (Todas las cosas son herramientas nuestras).

Los magos de la Casa Verditius (berdítius) tienen una habilidad sin par para crear objetos mágicos, lo que les hace de un valor inapreciable para los demás magos y para personas sin el Don. Casi todos, desafortunadamente, también han heredado el defecto mágico de su fundador, lo que les hace incapaces de lanzar hechizos formulaicos sin la ayuda de focos. A veces se considera inferiores a los seguidores de Verditius debido a esta debilidad.

**Verditius, el Fundador:** El genial Verditius llevó el arte de la creación de objetos mágicos hasta unas cotas nunca alcanzadas desde entonces. Sus creaciones que aún se conservan son guardadas como tesoros, y ninguno de los artefactos mágicos creados recientemente por los miembros de la Orden pueden comparársele. Verditius jamás pudo lanzar un hechizo en su vida, pero como diseñador de objetos mágicos aún no ha sido igualado. Tenía mucho interés en unirse a la Orden, pues ésta lo protegería frente a los demás magos. Temía no poder defenderse adecuadamente en una batalla épica, y deseaba formar parte de una Orden que le permitiría practicar su artesanía en paz y con seguridad. Trabajó durante mucho tiempo y muy duramente junto con Bonisagus, compartiendo lo que sabía sobre la elaboración de artefactos mágicos.

**Domus Magna:** Verdi, en el Tribunal Romano, es su Domus Magnus. Cada cierto número de años, los miembros de la Casa Verditius que pueden se desplazan a Verdi para presentar sus creaciones. De todas ellas, es elegida una como la mejor de la Casa Verditius. El ganador de este concurso gana fama y reconocimiento en toda la Orden.
Fly

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## Description

[Fly]

Summons invisible wings of magic power to fly like a bird.

Flying speed is proportional to the caster's magic power. There are no restrictions on height, but be careful about oxygen deficiency.

Skill Mana Cost: 2 per second.
Animal

**Animal (AN) “Animal”** Animal se encarga de toda clase de animales, desde los peces del océano hasta los pájaros del cielo. Los hechizos de Animal no afectan a las personas, algo que todavía genera debate entre los teóricos Herméticos.
**Bono por Forma:** Aguante contra ataques animales (garras, dientes, etc.), tiradas para resistir venenos animales. Pronunciado “animal”.
Muto

**Muto (MU) “Transformo”** Utilizando la magia de Muto un magus puede otorgar capacidad a un objeto que este no posee, o retirar aquellas propiedades que sí posea. De esta forma, Muto puede dar alas a una persona, volver su piel verde o convertir a un hombre en lobo. La dificultad depende de la amplitud del cambio, por lo que transformar en verde la piel de alguien es sencillo, pero transformar a una persona en una estatua de oro es difícil. La magia de Muto no puede afectar propiedades que las cosas tienen de forma natural, aunque puede añadir otras propiedades para enmascarar sus efectos. De esta forma la magia de Muto no puede herir ni matar a nadie directamente, pero puede inmovilizar convirtiendo al objetivo en piedra, o matarlo de forma indirecta convirtiendo al objetivo en un pez en tierra frme para que se asfixie. Pronunciado “muto”.