This is a simple explanation of the monsters collectively known to the Adventurers’ Guild, Mages’ Guild and Tamers’ Guild, as well as a reference for how powerful each Rank of monster is. This information can be found in the reference room of each Guild.
1. Those referred to as “average people” in this explanation are people with creation-oriented Jobs such as Farmer or Blacksmith, with average Attribute Values. This does not include those such as retired soldiers and knights, or chefs who were once part of a special forces unit.
2. It must not be forgotten that monster Ranks are simply one reference for determining how threatening and powerful a monster is in battle.
If you are a Heavy Shield-bearer capable of beating a Rank 7 Earth Dragon to death, you can still be defeated by a Rank 5 Wyvern that flies freely in the sky.
This is the nature of battles against monsters.
3. The way an Adventurers’ Guild treats Vida’s races with monster ancestry varies depending on which country and region the Guild is located in. In the western region of the Bahn Gaia continent where the Amid Empire lies, they are treated as targets to be exterminated. But because friendly tribes are acknowledged as having human rights in the Orbaume Kingdom, causing them harm is a crime that carries punishment (possibly as severe as execution or enslavement). One must be wary of this when traveling to other countries and other continents.
Also, the Rank values of Vida’s races are determined by their race, but as they can acquire Jobs like humans, it is dangerous to estimate their strength through their Rank alone.
· Humans in relation to monsters
Monsters were created by the Demon King Guduranis and the evil gods who were his subordinates in order to fight. Because of this, humans are efficient sources of Experience Points, as well as sources of food. This is why monsters assertively try to harm humans.
However, now that the Demon King is dead, there are many exceptions to this.
With the exception of monsters with low intelligence such as Goblins, weak, Rank 1-2 monsters are aware that humans are stronger than them. When humans have greater numbers or appear stronger than them, they often flee.
Humans are insufficient as a source of Experience Points for monsters above Rank 7, and the other monsters that they normally prey on taste better. Because of this, they do not willingly attack normal people.
However, demi-human-type monsters attack and kidnap humans for reasons other than Experience Points and food, even if their Ranks are higher.
There are also monsters that do not prey directly on humans (such as Ents). Some races of these monsters are harmless to approach, as they are almost completely uninterested in humans.
Also, the Experience Points that can be gained from killing a human is proportional to the total amount of Experience Points that human has gained, so a legendary craftsman who has experienced numerous Jobs would be desirable prey for a high-Rank monster, even though he is an average person. However, as monsters have no way of identifying such people, there are almost no cases where they are targeted and killed.
· Devil’s Nests and Dungeons in relation to monsters
Thick Mana floats in the air of Devil’s Nests and Dungeons, providing comfortable conditions for monsters to live in. Also, monsters breed and develop remarkably faster inside Devil’s Nests and Dungeons. This effect is so drastic that Ghouls would be unable to reproduce outside of Devil’s Nests.
Because of this, monsters that inhabit Devil’s Nests and Dungeons do not leave them willingly.
Monsters that leave Devil’s Nests and Dungeons are those that cannot find prey or those that have been defeated in territorial conflicts; most monsters above Rank 5 do not find themselves in such circumstances.
Demi-human-type monsters are an exception to this. There are frequent cases of these monsters leaving their Devil’s Nests to plunder human goods and humans themselves.
Other exceptions include ‘great rampages’ where monsters overflow from Devil’s Nests and Dungeons due to overpopulation, and the appearance of a King.
· Regarding taming
Monsters can be tamed, causing them to become allies of humans. The Taming skill originates from Neinlord, the champion chosen by Shizarion, the god of art.
Taming uses some magical power, empathy and feelings of trust to form bonds with the target monster.
Taming is a broad term that includes things like spells that summon monsters and spiritual magic spells that make spirits cooperate with the caster.
Because of this, the difficulty of taming a monster is dependent on the tamer’s affinity with the target monster as well as his individual ability. It is said that demi-human-type monsters with similar senses and biology to humans, such as Goblins, Kobolds, Orcs and Ogres, are relatively easier to tame.
Elves have a good affinity with spirits, Dwarves with monsters that live in the earth and Beast-people with beast-type monsters that are similar to them.
However, it is sad that taming monsters whose mental structure, morals and biology are too different are effectively impossible to tame.
It is said that insectoid monsters cannot be tamed due to their vastly different mental structures and biology, while Undead cannot be tamed due to the vast gap between the dead and the living.
Also, plant-type monsters such as Ents, Monster Plants and Walking Mushrooms are not impossible to tame, but as they have different sensory organs to humans, it is difficult to tame them no matter what Rank they are.
The exception to this rule is members of Vida’s races that originate from monsters. Though their senses and mental structures are similar to humans, they are generally difficult to tame.
· Rank 1
Monsters that interfere with people’s activities like farming and fishing rather than actually being a threat.
Their strength, or rather, their weakness is such that an average person wielding a hoe could beat them to death. Most do not possess skills or special abilities; one would not be killed by such a monster unless they possess a very weak constitution or were actively making an effort to be killed.
Rank 1 monsters appear commonly in normal forests, plains, rivers and oceans that aren’t Devil’s Nests.
Nobody would send a request to the Adventurers’ Guild over a few of these monsters appearing; young men of farming villages armed with rods can exterminate them by chasing them down, or at least drive them away.
However, they provide almost no materials of economic value. An exception is Horned Rabbits, which provide meat and fur.
The chance that a Magic Stone can be taken from their bodies is around one in a hundred, and even if one is blessed with the luck to find one, the pebble-sized Magic Stone would sell for an amount equivalent to a child’s allowance.
The Adventurers’ Guild’s reward for exterminating these monsters is so low that killing five of them would barely pay for a night without meals in a cheap inn.
The main monsters of this Rank are Horned Rabbits, Goblins that steal livestock and crops, Living Dead and Living Bones.
If one would have a tough time defeating a monster of this Rank, it would probably best to give up on being an adventurer.
Taming these monsters is simple as long as the tamer has the skill. If a tamer finds this difficult, he either has extremely poor compatibility with the monster or he should redo his training.
The Tamers’ Guild doesn’t accept those who cannot tame monsters of this Rank, not even as apprentices.
· Rank 2
Monsters about as threatening as dangerous beasts such as wolves.
A single monster of this Rank can be exterminated by several armed average people or hunters, or a single average soldier or E-class adventurer.
It is a little rare for Rank 2 monsters to appear near towns or villages that have no Devil’s Nests nearby. When more than a few of these monsters appear, a request is often sent to the Adventurers’ Guild.
However, they appear quite frequently on highways more than a few hours’ walk away from areas inhabited by humans.
Rank 2 monsters generally don’t use magic or martial skills, but as they sometimes use poison, caution is necessary.
When defeated, they yield materials that can be used for alchemy or arms depending on the race of monster, and these can be sold for a considerable amount of profit. Around one in five Rank 2 monsters drop a Magic Stone the size of the fingernail of a pinky finger, which can be sold at a price that would pay for a night without meals at a cheap inn.
Even if a Magic Stone isn’t found, the Adventurers’ Guild pays around the same amount in reward money.
However, it is difficult to maintain an adventurers’ lifestyle by hunting only monsters of this Rank.
The main monsters of this Rank are Goblin Soldiers, Kobolds, Sahagins which are human-sized fish torsos with arms and legs, Walking Mushrooms, Zombies, Skeletons and Bone Animals.
They are moderately difficult to tame, but if one possesses a considerable level in the Training and Taming skills, they should not fail.
Being able to tame a monster of this Rank finally makes one an apprentice at the Tamers’ Guild.
· Rank 3
Dangerous beasts that endanger lives whenever they appear. They are about as threatening as brown bears.
With over a dozen fully-armed average people surrounding such a monster, they might be able to drive it away, but casualties would be unavoidable.
Most can be defeated by several average soldiers, a single knight, a party of average E-class adventurers or a single D-class adventurer. However, demi-human type monsters often have subordinates following them, so caution is required.
These monsters almost never appear in towns or villages unless a Devil’s Nest is very close by. This is because even the monsters know that facing large numbers of humans alone and escaping unharmed would be impossible.
On rare occasions, they can also appear outside of Devil’s Nests in fields far from towns. Also, there are intelligent monsters at this Rank that are capable of creating strategies such as raiding villages and towns and making quick retreats.
They also appear on rare occasions on highways. However, one can commonly hear stories of traveling merchants and pilgrims who do not hire escorts or pay the fare for group carriage travel, only to lose their lives to monsters of this Rank. To put it plainly, it is rare but common at the same time.
Many Rank 3 monsters possess one or more special abilities or skills related to magic or combat. They are considerably more dangerous than Rank 2 monsters.
Continuing to be an adventurer depends entirely on whether one can become strong enough to defeat monsters of this Rank alone.
Around one in three monsters of this Rank drop a Magic Stone the size of the tip of a thumb, which can be sold to buy several nights’ stay at an average inn with two meals a day.
Also, other than Goblins, monsters of this Rank possess some materials of value; one could live for several days off the money gained from selling these.
However, as the meat of a single Orc or Huge Boar weighs over a hundred kilograms, transporting it alone is often difficult so many adventurers simply take the Magic Stones and the most valuable parts to sell.
The main monsters of this Rank are Orcs, Huge Boars, Impaler Bulls, Poison Mushrooms, Ghosts, Living Armors, Zombie Soldiers, Skeleton Soldiers and Bone Beasts.
Being able to tame monsters of this Rank allows one to be acknowledged as a member of the Tamers’ Guild and accept work as a tamer.
· Rank 4
Monsters that would one-sidedly slaughter even a hundred average people. Even with over a dozen average soldiers, one monster of this Rank would take around a third of them down with it. Even a knight would struggle on his own. An E-class adventurer party would likely be annihilated by one Rank 4 monster. Several inexperienced D-class adventurers or a single veteran one would be able to defeat one.
(In Earth terms, it is about as threatening as a tyrannosaurus rex.)
A small village with a population between a hundred and two hundred would have a high chance of suffering devastating damage from one of these monsters attacking it.
If a monster of this Rank appears in a normal plain with no nearby Devil’s Nests or Dungeons, or in the middle of a town, it is either an omen of an upcoming monster rampage or it can be assumed to be the evil deed of a summoner or Tamer.
It is rare for these monsters to appear on highways, but not unheard of.
Defeating monsters of this Rank yields a Magic Stone unless very unlucky. Also, they often possess multiple parts that make for valuable materials. If including the reward fee for killing the monster, defeating a single Rank 4 monster would result in payment sufficient to pay for the living costs of an entire party for a day.
However, most independent D-class adventurer parties aim to hunt multiple monsters of this Rank each day.
This allows them to pay necessary expenses such as living costs and buying equipment while saving a meagre amount. Equipment for fighting monsters is considerably expensive.
The main monsters of this Rank are Mad Boards, Ogres and Bullet Turtles.
The Tamers’ Guild considers those able to tame monsters of this Rank to be competent.
· Rank 5
For monsters of this Rank and above, average people are nothing but food, toys to be crushed and sources of Experience Points.
Normal soldiers would suffer great casualties fighting a monster of this Rank. Multiple knights would be needed to face a Rank 5 monster. It is possible for a veteran party of D-class adventurers aiming for promotion, or a single C-class adventurer, to defeat such a monster.
If a monster of this Rank were to appear near a place inhabited by humans, even a large village of five hundred wouldn’t be able to avoid taking devastating losses. Even a town with a population between a thousand and two thousand would take considerable damage.
Rank 5 monsters almost never appear on highways, but there are several unlucky encounters with them reported every year.
Monsters of this Rank are sometimes in the ruling position of extremely small Devil’s Nests.
A hundred percent of Rank 5 monsters yield Magic Stones. Also, defeating a single one and selling all of the materials gained would result in enough profit for an average person to live in a village for a whole year (assuming he owns a house).
Adventurers who can stably hunt monsters of this Rank have no problems with living a basic lifestyle as long as they do not spend excessive amounts on equipment and leisure activities.
The most famous monster of this Rank is the Wyvern.
Those able to tame monsters of this Rank are considered first-rate Tamers by the Tamers’ Guild, and have the path of becoming one of its leaders open to them. Even if this is not desired, such capable people can become honorary leaders.
· Rank 6
Average soldiers would serve as little more than a meat shield against a monster of this Rank. Even knights wouldn’t be able to stand against a monster of this Rank unless they were above-average in ability. A party of C-class adventurers or a single adventurer capable of realistically aiming for B-class status is necessary to exterminate one of these monsters.
If one of these monsters were to appear near a land-cultivating village, cancellation of cultivation activities would seriously need to be considered.
Many small Devil’s Nests do not contain any monsters of this Rank. In medium-sized Devil’s Nests, these monsters would live deep within, so it would be difficult to find them.
One would have to be hopelessly unlucky to encounter a monster of this Rank on a highway.
Defeating one of these monsters and selling all materials including the Magic Stone, along with the extermination reward, would yield a sum of money for an average person and his family to live for an entire year.
Those capable of taming monsters of this Rank would be considered candidates to become a Guild Master of a branch of the Tamers’ Guild as long as they possess the skills needed to manage it. They would also be taken notice of by the nation.
· Rank 7
Multiple C-class adventurer parties or a B-class adventurer is needed to defeat a monster of this Rank. If no such adventurers are present, the loss of an entire town must be prepared for.
From this Rank onwards, the ratio of monsters that are designated as disasters increases.
Many medium-sized Devil’s Nests do not have a single one of these monsters, and they can only be found in the depths of large Devil’s Nests.
Those capable of defeating monsters of this Rank alone are considered as candidates to become heroes, and the Magic Stone and materials of such monsters sell for sizable fortunes, enough to purchase a newly-constructed, fully-furnished house in a town.
The monster that is famous among Rank 7 monsters is the Earth Dragon.
Only the elite can tame a monster of this Rank. There are cases where people capable of this are invited to meals to discuss offers of work with noblemen and wealthy merchants.
· Rank 8
A party of B-class adventurers or a superhuman capable of becoming an A-class adventurer is required to exterminate monsters of this Rank. Without such adventurers, the loss of thousands of lives must be prepared for. This can possibly cause the ruin of an entire small city-state.
Those capable of defeating monsters of this Rank alone are considered heroes, and the Magic Stone and materials of such monsters sell for fortunes sufficient to purchase small mansions with high-quality furniture and Magic Items.
The monster that is famous among Rank 8 monsters is the Rock Dragon.
Those capable of taming monsters of this Rank can leave their names behind in the Tamers’ Guild’s history as masters of the art. Nation would try to build connections with (place a collar on) such people, as such people wandering freely would be considered dangerous individuals anywhere they go.
· Rank 9
A party of exceptional B-class adventurers or a single A-class adventurer is required to exterminate monsters of this Rank. Without such adventurers, there is only despair.
It would be strange for a Rank 9 monster to be incapable of destroying a small city-state.
It is rare for monsters of this Rank to be discovered even in large Devil’s Nests; once they are found, the Adventurers’ Guild sends out an extermination request.
As for Dungeons, monsters of this Rank are only found in B-class Dungeons or the only two A-class Dungeons that have been confirmed to exist in the Bahn Gaia continent.
The Magic Stones and materials of monsters of this Rank and above generally cannot be sold immediately, and have to be put up for auction.
Because of this, their monetary value isn’t stable, but they always sell for large fortunes.
Only heroes who have left their names behind in history have been able to tame monsters of this Rank.
· Rank 10 and above
A hero is required to exterminate monsters of these Ranks. Without a hero, the only option is to pray and flee.
If they appear in areas inhabited by humans, even a large country will suffer losses of a historic scale if they do not deal with them correctly. Smaller countries surviving the appearance of such monsters would be considered a miraculous event that would be remembered in history.
Monsters of these Ranks can only be found in A-class Dungeons or the legendary S-class Dungeons that are said to exist in the southern reaches of the Bahn Gaia continent and in the ruins of the Demon King’s Palace.
The reward for defeating such monsters is a sum of money that the average adventurer cannot even imagine. Events commonly heard in legendary folk songs, such as the hero taking the princess’s hand in marriage, are also possible.
Generally, things that can have a price put on them can be bought. The materials become ingredients for creating Upper-class and Legendary-class items.
Monsters of these Ranks are those that appear in legends. This includes superior Dragon races such as Storm Dragons, Arc Demons, Nightmare Krakens and the Familiar Spirits of gods.
There is no record of monsters of these Ranks being tamed by anyone other than the champion Neinlord.
Incidentally, the champion Bellwood is said to have defeated monsters of these Ranks with ease.
· Rank 13 and above
A hero among heroes or a someone who a superhuman would consider a superhuman would be needed to exterminate monsters of these Ranks. If such people are not present, one cannot be blamed for abandoning all hope in this world.
Such monsters would influence the fate of not only large nations, but entire continents.
Even a party of A-class adventurers could be wiped out by a monster of these Ranks. A party would become not only a legend but a myth if they defeated such a monster. A god’s Familiar Spirit might even descend upon the world to invite them to join the gods.
The only one who has defeated such a monster on his own in recent times is the Amid Empire’s S-class adventurer, the Thunderclap Schneider.
The materials that could be harvested from monsters of these Ranks would become ingredients to create Legendary-class and Mythical-class Magic Items. Whether they can actually be created is another problem entirely, however. Astronomical sums of money change hands in the trade of such materials, and it is natural for even unprocessed materials to be acknowledged as national treasures.
Monsters of these Ranks are those that appear in myths. This includes the weakest of evil gods, as well as Elder Dragons, true Colossi*, Beast Kings and Pure-breed Vampires.
TLN*: I translated this to Giant initially, then Titans came along. But it doesn’t make sense for Titans to be smaller than Giants, so Giant/Giants -> Colossus/Colossi.
Of course, nobody in the history of Lambda has ever tamed such monsters.
Monster & Demi-human
This is an Undead consisting of a spirit that had lingering regrets in this world and now inhabits a carriage as an evil spirit. Its appearance is that of a carriage driven by horse and coachman made of mist, but the main body of the evil spirit lies in the carriage itself; the horse and coachman are but a manifestation of its spiritual body.
Because of this, the only way to defeat it is to purify the evil spirit or destroy the carriage itself.
Its main method of battle is a ramming attack using the carriage, or rather, this is its only method of attacking.
However, depending on the type of carriage, there are some with armaments such as spikes attached.
Riding in it is usually impossible as they are often reckless, but if they are ridden, they are said to be very comfortable as they possess the Rough Road Travel and Impact Resistance skills.
As proof of defeating one, a carriage component with a Magic Stone is used. The raw material that can be obtained from it is the Mana-imbued carriage itself. It is seldom used as is, but when disassembled, its components have various uses.
To carry the carriage intact, one would need a horse or a carriage of his own.
Ghost Carriages are fundamentally rare monsters, and do not normally appear in Devil’s Nests. All known incidents of Ghost Carriage appearances that have occurred were stagecoaches of abandoned areas that have turned into Devil’s Nests.
This is a suit of armor inhabited by an evil spirit. Most of them are inhabited by spirits of soldiers, knights or adventurers who experienced fighting with armor on during their lifetimes, but few of them retain their memories and personalities. Most of them simply attack the living indiscriminately.
Their strength depends on the armor they inhabit and the weapons they hold, but Living Armors made from chainmail and half-plate armor are Rank 3. Ones made from full-plate armor are classified as Rank 4.
There are rare cases where Living Armors are made from Magic Items, but in those cases, the Rank depends on the features of those Magic Items.
As proof that one has eliminated a Living Armor, the Magic Stone that almost always drops regardless of the Living Armor’s rank is used. The materials that can be obtained from Living Armors are the armor that was possessed and the weapons and shields that were used. Since they are covered in Mana, there is a chance that these items become Magic Items. Using these items as they are is dangerous, as there is a chance that the bearer becomes cursed, but purifying them makes them safe to use.
However, this does not harm the functions of the armor itself, so their defensive and resistance skills are unaffected.
【Living Killer Maid Armor】
A Maid Armor can become a Rank 8 Murder Maid Armor by continuously robbing enemies of their lives, and then increase their Rank once more to become a Living Killer Maid Armor by harvesting even more lives, including those of humans.
During battle, they emanate an Aura of Fear that directly attacks the minds of their enemies, and they possess the Self-Enhancement: Murder and Murder Healing Skills, which temporarily increase Attribute Values and restore Vitality respectively when they inflict wounds upon others.
They are monsters that have not yet been recognized by the human societies of Lambda, but if their existence was known, they would likely be designated as calamities and requests to exterminate them would be sent out.
Rita and Saria have recently begun training in magic, so it is expected that they will develop further.
These are Ghouls that have learned magic past a certain level. Their skills are beyond those of inexperienced adventurers, and they are still excellent at close-quarters combat due to their physical ability and the paralysis venom of their claws.
They are more intelligent than other Ghouls; most Ghoul Mages are in high societal positions such as being the head of a family or a staff officer. Because of this, there are almost none that act on their own, and they often have multiple subordinate Ghouls serving them. For this reason, the Adventurers’ Guild recommends that adventurers form parties if they are planning to eliminate them.
The item that one uses to prove that he has eliminated a Ghoul Mage is the Ghoul’s right ear. Materials that can be harvested include the claws of all four limbs, the eyeballs and tongues that are infused with Mana, the liver which can be used in medicines, and the spinal cord which can be used as a catalyst in alchemy. Ghoul Mages are among the most dangerous of Rank 5 monsters, so there are many adventurers who believe that it the reward for eliminating them and the amount that the ingredients sell for is not worth the effort.
As many Ghoul Mages are female, they are worth a lot in the underground slave market. However, selling them this way requires one to capture them alive, which is more dangerous and more often than not, the Ghoul Mage can turn the tables on the hunter. The Ghoul Mages bought and sold in the underground market often teach magic to the other female Ghouls, causing them to increase their rank.
In order to increase in rank and become a Ghoul Mage, a Ghoul requires a level 3 skill in at least one attribute of magic.
These are Ghouls with enhanced fighting ability. They lead small groups of Ghouls and, in cases where other higher-ranking Ghouls aren’t present, entire tribes.
They not only fight with their venomous claws, but they are proficient in the use of hand-to-hand fighting techniques and weapons, and employ martial arts in battle. As their appearance is not very different from regular Ghouls, there are cases where unsuspecting adventurers are overwhelmed by them, so caution must be taken.
The right ear is used as proof of exterminating them. Materials that can be obtained from them include their fangs, claws and their livers which can be used in medicine.
For a normal Ghoul to become a Ghoul Warrior, he or she must possess multiple martial-type skills at level 2 or higher. However, most Ghouls meet that requirement before reaching level 100.
These are Ghouls that have increased their rank and then polished their martial skills and increased their Superhuman Strength skill even further. They possess larger bodies than most Ghouls, and enjoy swinging their weapons to mow down their enemies in battle. Many Ghoul Barbarians lack intelligence, thinking only about combat.
Because of this, most of them have low social positions and are simply made use of by Ghoul Mages. The qualities of Ghoul Barbarians are possessed only by males; there have been no confirmed cases where a female Ghoul has become a Ghoul Barbarian.
The right ear is used as proof of exterminating them. Materials that can be obtained from them include their fangs, claws, tendons that can be used to make bowstrings and their Mana-soaked manes.
For a Ghoul to become a Ghoul Barbarian, he must possess the【Superhuman Strength】skill at level 3 or higher and a level 4 skill in the use of a two-handed weapon.
A race title that can only be achieved by Ghouls who have exceptional skill in multiple attributes of magic and have performed much diligent study. Almost none have appeared since the Ghoul race was born, and there are almost no documents recording their existence, even in the archives of the Mages’ Guild.
However, their existence was recorded in the notes of an ancient philosopher, and according to his description, they are wielders of fearsome magic while also being wise leaders.
However, many researchers believe that he confused these Ghoul Wizards with Ghoul Elder Mages, and are skeptical of their existence.
These are Rank 4 monsters. They contain miasma in their bones as a result of the malice of the spirits that inhabit the bones of the Bone Beasts, as well as the malice of the creatures killed by them. Some of the bones that make up their bodies are blackened and are as strong as steel. Regardless of what animal’s bones they are made of, they are able to release a poisonous breath.
For D-class adventurers, they have little to fear fighting against a single Rotten Beast as long as they have a way to deal with the poison breath, but depending on the original animal the Rotten Beasts are made of, they may retain their instincts to move in groups. Therefore, the Adventurers’ Guild recommends that adventurers form parties to exterminate them.
Chariots covered in an indescribable amount of death and hatred, so much that they are stained pure-red with the blood of both their enemies and allies on the battlefield and turned into Undead to become Blood Chariots… These are the carriage version of those.
Normally, the body of a carriage wouldn’t be covered in such an indescribable amount of death and hatred, so Sam may be the first instance of a Blood Carriage appearing in Lambda.
Blood Carriages are Undead that feel only the urge to murder and think only of crushing living things to death, so they they do not allow anyone to ride them even if there is space for them to do so.
These are a new race of Goblins created by having death-attribute mana applied to them before birth. Their base Rank is Rank 2.
Their abilities are greater than those of Goblins, and all of their attribute values are also higher. As they possess the【Dark Vision】,【Status Effect Resistance】and【Enhanced Agility】skills from birth, they can move around in complete darkness as if it were in the middle of the day, they are resistant to poison and illnesses and they are very fast.
They are smarter than regular Goblins, possessing intelligence equivalent to that of Kobolds, and if taught, any individual Black Goblin can learn martial skills and use weapons.
Normal Goblins have a lifespan just short of twenty years, while Black Goblins can live about twice as long.
Only their fertility and urge to breed are weaker than those of normal Goblins, possessing lower levels in the【Breeding】and【Endless Sexual Stamina】skills, and some do not even possess these skills at all. Black Goblin children also take longer to develop to maturity.
While normal Goblins living in a Devil’s Nest require only a month to reach adulthood, Black Goblins require six months.
They are physically a little larger than normal Goblins, and as their names suggest, they have black skin. They have pointed ears and slanted eyes like normal Goblins, but they have a somewhat more human-like appearance.
As this race has only just been born, it is unknown if there are any superior races of Black Goblins.
If one were to report the existence of Black Goblins to the Adventurers’ Guild with proof, they would be rewarded handsomely for reporting the existence of a new race of monsters
These are mutated Kobolds, created by being submerged in death-attribute Mana before birth. Their base Rank is Rank 3.
All of their body’s characteristics are superior to normal Kobolds, and their intelligence is no exception. They lack the claws that Kobolds possess on their hands and feet, but they are able to use their fingers more skillfully instead.
They possess the【Dark Vision】and【Status Effect Resistance】skills from birth, and they possess a large amount of Mana, so many of them possess greater aptitude for magic than normal Kobolds.
Their urge to breed and fertility is lower than normal Kobolds, being born in groups of three at most. While normal Kobolds need only three months to develop to maturity, Anubises require ten months.
Their appearance is that of humans with dark skin and the black-furred heads and tails of dogs. If they conceal their heads and tails well, they could be able to disguise themselves as humans.
Though this is a conjecture, it is estimated that while the lifespan of normal Kobolds is about thirty years, the lifespan of Anubises is more than double that.
As the Anubis race has only just been born, it is unknown what kind of superior races of Anubises may exist.
If one were to report the existence of Anubises to the Adventurers’ Guild with proof, they would be rewarded handsomely for reporting the existence of a new race of monsters, but that would be difficult at present.
These are mutated Orcs, created by being submerged in death-dttribute Mana before birth. Their base Rank is Rank 4.
Their physical strength is about the same as that of Orcs, but their tenacity, endurance, dexterity and their intelligence in particular is superior to Orcs.
They possess the【Dark Vision】,【Superhuman Strength】,【Physical Damage Resistance】and【Bad Eating】skills from birth. Because of these, once an Orcus becomes an adult, his offensive and defensive capabilities exceed those of a fully-armed Orc even if the Orcus has no weapons and armor equipped.
However, they possess lower levels in the【Endless Sexual Stamina】and【Breeding】skills, and some do not even possess these skills at all. Their reproductive abilities are only a little superior to humans.
Their appearance is that of an overweight human with a black or grey-furred wild boar’s head, and only male individuals exist at present.
Though this is a conjecture, their lifespans are estimated to be roughly equal to those of humans.
As the Orcus race has only just been born, it is unknown what kind of superior races of Orcuses may exist.
If one were to report the existence of Orcuses to the Adventurers’ Guild with proof, they would be rewarded handsomely for reporting the existence of a new race of monsters, but that would be difficult at present.
These are special Undead created when life-attribute magic is used on fresh corpses that have not yet undergone rigor mortis to grant artificial life from the outside, resulting in a soulless body with biological processes such as the cardiac and respiratory functions restored.
As they are corpses without souls, they do not even possess the most basic intelligence and do not attack the living like Zombies. All skills that the owner of the body originally possessed while alive are lost, other than skills that he or she was born with. (From this fact, there are scholars who insist on the theory that skills are dependent not on the body, but on the soul. But they are in the minority.)
Defeating them is simple; if they are injured in a way that would be fatal to a normal human, they will die.
Their base Rank is Rank 0; they pose even less of a threat than a Slime or a Goblin. In addition, they do not spontaneously appear in Devil’s Nests or Dungeons. All Live-Dead are artificially created by mages.
The reason mages create these Undead that only possess the most basic of biological functions is because their lack of souls makes them ideal for use as familiars and to act on the mages’ behalf.
In such cases, the Live-Dead’s physical abilities increase beyond its normal limits and it becomes a dangerous enemy.
There is a whispered story where the king of a nation suddenly passed away and the people had been deceived by being told that the king was not dead, but simply lying on the floor because he was feeling unwell. There is another, though its authenticity is questionable, where the head of a noble family passed away without a heir, and he was turned into a Live-Dead in order to make one.
As it is impossible to create Live-Dead who have sustained injuries that render biological functions impossible (including loss of blood), only corpses that have died spontaneously or of most illnesses can be used.
It is also impossible to create Live-Dead from the corpses of monsters or races that were created when the goddess procreated with monsters (Vampires, Dhampirs, Ghouls, etc.), as their corpses contain residual amounts of Mana following death.
“Lich” is a generic term used to refer to any Undead that is able to use the exact same magic that it was able to use while it was alive as soon as it turns into an Undead. Thus, the term refers to both mages who mastered the secrets of magic and willingly transformed themselves into Undead, and others who became Undead by coincidence while retaining their memories, abilities and Mana that are only capable of casting beginner-level magic.
Nuaza is one of the latter, an apprentice priest-warrior in life, but he has not spent all of his time since becoming Undead on training and research. As a result, his abilities are largely same as they were when he was alive.
This makes him an unusual Undead who is stronger when using weapons in physical combat, despite being a Lich.
As he has been mummified, he is covered in wrinkles and looks like an elderly person, but he was in fact a young boy in his mid-teenage years when he died. Thus, the other Undead of Talosheim sometimes refer to him as a youngster.
Incidentally, the【Masonry】skill is something he obtained after his death. After becoming an Undead, he learned the skill while spending the past two hundred years repairing the Church that had been destroyed by the Mirg shield-nation.
To increase in Rank, a Lesser Lich must possess a level 4 skill in a magic-related skill in addition to the generic level requirement.
When a Ghoul woman with qualities suited for magic learns and diligently studies martial skills instead of magic and continues to do so after becoming a Ghoul Warrior, she can increase her Rank and become this race.
There is no significant change in appearance, but tattoo-like patterns appear on the body. Physical ability increases significantly and the patterns on the body grant the【Magic Resistance】skill and enhances inherent magic-oriented qualities.
As it is a considerably rare race, there are never two Ghoul Amazonesses in a single village. They typically act as leaders of groups and groups with a Ghoul Amazoness tend to have other women in powerful positions.
It is said that there are groups of Ghouls entirely made of women led by a Ghoul Amazoness in the depths of some Devil’s Nests, though this has not been confirmed.
It is unknown what Ghoul Amazonesses become if they increase their Rank further; no such case has been confirmed up until now. However, it can be assumed that individuals who master not only martial skills but magic as well may increase their Rank to become an even superior race.
This is the race born between the goddess Vida and the Undead champion Zakkart. While not technically monsters, many nations and societies treat them as monsters, and thus they are explained as monsters here.
There are currently three kinds of Vampires,【Pure-breed】,【Noble-born】and【Subordinate.】Their communities are built and managed as strict vertically-structured societies.
The majority of Vampires encountered and reported to the Adventurers’ Guild are Subordinate Vampires; encounters with Noble-born Vampires are very rarely reported.
Although Vampires are monsters, they are capable of possessing Jobs as they are also blood-related to the goddess. Due to this, the skills they possess vary significantly compared to other monsters. Subordinate Vampires alone are powerful adversaries, and Noble-born Vampires are a threat equivalent to or even greater than Dragons.
Because of this, the Adventurers’ Guild recommends that adventurers report any sightings of Vampires to the Guild rather than try to defeat them on their own.
There are large differences between individual Vampires, but according to the Adventurers’ Guild, Subordinate Vampires are a minimum of Rank 3. Noble-born Vampires are defined as Vampires of Rank 7 and above.
Subordinate Vampires only possess physical Vampiric powers, but when their Rank increases, they gain skills such as【Beast Transformation】and【Clone】, making them extremely dangerous beings.
It has been confirmed that they have race titles such as Vampire Slaves, Vampire Lycans and Vampire Rebels after their Rank increases.
Noble-born Vampires possess magical powers, and depending on the individual, may even possess some kind of Demon Eyes. They tend to place importance on studying magic diligently, but that does not make them physically inferior to Subordinate Vampires. Because of this, superior individuals master both magic and martial skills and possess high base Attribute Values, making them nightmarish creatures.
Incidentally, there is a misconception that all Noble-born Vampires have Demon Eyes of Charming, Paralysis or Mind-reading, but Demon Eyes are in fact a unique skill that only a handful of individuals possess.
This misconception is likely caused by those witnessing Noble-born Vampires casting spells that have similar effects to such Demon Eyes.
Most Noble-born Vampire race titles follow the aristocratic system used in human societies.
Inexperienced Rank 6 Vampires are just Vampires, but they are Vampire Leaders at Rank 7, Vampire Barons at Rank 8, and so on.
All of these Vampires have a common weakness to sunlight, silver and attacks of light-attribute magic, which is governed by the God of Law and Fate, Alda. Depending on their family and the evil god they worship, they may possess additional weaknesses such as not being able to enter buildings they are not invited into and weaknesses to garlic and running water.
There is almost no information available about Pure-breed Vampires. The only thing that is known is that even the highest-Rank Noble-born Vampire with the race title of Vampire Emperor would bow and swear loyalty to a Pure-breed.
Furthermore, Sercrent was a Rank 7 Vampire Leader. His talent was clearly inferior to that of Eleanora, who became a Rank 8 Vampire Baroness in the space of a few years.
The highest-Rank form of Ghoul that has ever been witnessed. They possess bodies as large as Titans and four arms, and it is said that their lion’s heads are fearsome enough that even the true kings of beasts would tremble before them.
As they usually rule groups of hundreds of Ghouls, they almost always possess the Strengthen Followers skill.
A Ghoul Tyrant has not been seen in the past thousand years, leading some scholars to believe that they are not a high-Rank version of Ghoul at all, but mutated individuals who are born that way.
【Harpies】(Records from human society)
A race created by Vida that possess the wings and talons of birds in place of arms and legs.
They are considered to be one of the races born when Vida mated with monsters, but according to one theory, they are a race created when she mated with one of the beast-kings, just like the Beast-people. But as the bird beast-king had been cursed by an evil god, Harpies were born instead of bird-type Beast-people. However, few support this theory other than believers of Vida and the Harpies themselves.
They are a unisexual race of females. They are born in eggs and mature to adulthood in approximately ten years. Their lifespans are, in general, approximately a hundred years. There are three types of Harpies – ordinary-type, hunting-type and land-type. Ordinary-type and land-type Harpies have a base Rank of 3, while hunting-types have a base Rank of 4.
【Fire Ghosts】【Flame Ghosts】【Blaze Ghosts】
These are monsters created when evil Mana contaminates the spirits of victims who were burned to death or criminals burned at the stake with deep hatred in their hearts.
Many of them are evil monsters who have gone mad with the pain of being burned to death, losing their previous memories and even their ability to reason, simply attacking the living in order to have them join them.
When criminals burned at the stake are buried, they are revived as these monsters and try to attack people. They progress from Fire to Flame to Blaze in terms of how dangerous and powerful they are.
Their main method of attack is to employ body-slams and unarmed attacks with their burning bodies, while those that have preserved more of their intelligence are capable of using long-ranged attacks by firing the flames that make up their body as projectiles.
But the most dangerous is their Possession. Unless exorcised, those possessed experience the agony of being burned alive until they suffer the worst death in absolute madness.
Physical attacks are mostly ineffective unless they use the Materialization skill; they cannot be defeated without martial skills or magic of attributes other than the fire attribute. Despite having spirit form bodies, they produce Magic Stones, but as they do not provide any other materials, they are unpopular monsters to hunt among adventurers.
The Ghosts of Levia and the warriors who were her guards transformed into these monsters after Vandalieu’s Mental Encroachment skill caused them to remember the feelings of defeat they felt when they were killed, so they possess most of their former memories.
Also, these monsters normally look like moving, burnt corpses, but Levia and her guards mostly resemble their appearances of when they were alive other than missing their feet, knees and half of their thighs, wearing clothes made of flames.
They can exert their power beyond their limits due to Vandalieu’s Dead Spirit skill and vast Mana pool.
【Satan Blood Blaze Ghost】
A monster born after the Deep Blood Blaze Ghost Princess Levia increased her Rank even further.
It is believed that this is the result of her having continued drinking the Blood Potion created by Vandalieu.
She is covered in majestic black flames worthy of the name of Satan (a Demon King). She also possesses the ability to strengthen herself even further with the Demon King’s blood. Incidentally, the Demon King’s blood used for this is the blood of the one who possesses the ‘Demon King’ Title, in other words, Vandalieu.
She has learned the Materialization Skill from Orbia, allowing her to materialize parts of her own body. She is using this ability to learn Unarmed Fighting Technique and Shield Technique.
Monsters that are said to form from spirits that die close to water with deep lingering attachment and hatred in their hearts. This is one of the reasons why spirits have long said to gather near water; they are more commonly seen outside of Dungeons and Devil’s Nests than other superior Ghost races.
Their main method of attack is to drag their victims into water or drown them using their own body parts that have become liquid. Also, powerful Water Ghosts can fire their liquified spirit forms as projectile weapons and display masterful use of water-attribute magic.
Due to these qualities, many of them possess memories from when they were alive, but these memories are only those related to their lingering attachments and hatred. In many cases, all other memories are forgotten.
Their personalities are significantly distorted, and many Water Ghosts attack others indiscriminately in order to create more Water Ghosts. Even those who were friends before the Water Ghosts died are unable to talk sense into them.
It is said that those who are killed by someone they love and discarded near water without being properly buried become particularly ferocious and powerful Water Ghosts.
Orbia’s memory of when she was alive has been mostly preserved. And although she is an Undead, she possesses the divine protection of a goddess and is under the effects of Vandalieu’s Guidance: Demon Path skill, so she has become far more powerful than an ordinary Water Ghost.
【Dark Broad Ghost】
A monster born after the Deep Broad Ghost increased her Rank even further. The liquid making up her entire body has grown deeper in color, and it is becoming more like a physical body.
Her training in magic is progressing smoothly; she is learning magic-related Skills that she had found difficult and not acquired while she was alive.
But she apparently still finds magic difficult; she is more proficient in suffocating enemies by covering their faces and attacking them from the inside after getting inside their lungs.
Kimberley became a Hard Blitz Ghost and then increased in Rank even further. Unlike the races of Levia and Orbia, Thunderbolt Ghosts have appeared in Lambda before, albeit in extremely small numbers.
This fact bothers him a little, and he has decided that he will become a unique race with his next Rank increase.
They are a race of demi-human monsters, and they are considered to be the most intelligent of demi-human races. In truth, their intelligence is not so different from that of Gillmen, but Lizardmen are considered smarter because they have mental structures that are easier for people to understand.
Their base Rank is 3. Their appearance is that of bipedal lizards; they do not have horns or any features like that. Even the largest Lizardmen do not exceed two meters in height, so they are inferior to Orcs in raw strength. However, they possess speed that Orcs do not, as well as the intelligence to think about tactics and the composure to not fall for provocation and baits.
They become even more powerful in groups, giving the illusion of fighting like a trained army.
They use their advanced intelligence to create their own arms; even their lowest-ranked individuals equip themselves with spears, armor and small shields made from the scales of their dead brethren.
They are clearly more powerful monsters than Orcs despite both races being Rank 3, but as they are limited to inhabiting environments with water, there are almost no incidents of them leaving these environments to cause harm to villages and cities of people.
Also, unlike Orcs, they do not desire human women for reproduction; their reproductive power itself is quite low, so they pose less of a threat than Orcs.
However, large groups of Lizardmen normally worship evil gods, so depending on the personalities of the gods that they worship, they sometimes form non-aggression pacts with people. However, as Lizardmen cannot speak the human language, negotiations are limited to body language.
Their scales can become materials for arms and decorations, and their meat is suitable for consumption. Their meat has little fat and resembles chicken in flavor.
Also, calling Drakonids Lizardmen or lizards is an insult, so that should be avoided.
【Living Maid Armor】
Saria and Rita have become these monsters after Vandalieu added Dark Copper armor to them in the shape of frills and laces.
It can be assumed that the likely conditions for becoming Living Maid Armors are things such as possessing the Housework skill, being someone’s maid and being suits of armor that appear maid-like.
As there are no Rank 6 Living Armor-type Undead with the Housework skill that are aware that they are maids other than Saria and Rita, they are the first monsters of their kind to appear in Lambda.
Thus, there is a high chance that adventurers seeing them would mistake them for strangely-shaped Living Armors or Living Magic Armors.
It is not only combat abilities that receive bonuses; the Housework skill receives bonuses as well, so they have the potential to develop into exceptional maids.
A plant-type monster of which none currently exist in Lambda other than Eisen. She appeared as a result of her Rank increasing from being an Immortal Ent, and this race name was given to her because her appearance is similar to fairies that appear in legends that Vandalieu heard in Origin. There are also similar legends on Earth.
Their base Rank is 6.
They are beautiful women with green skin, but the skin on their backs is replaced with bark, and several branches grow from there. Also, they possess tails similar to those of cows for some unknown reason.
There are no other Skogsrå in Volume 5, so it is difficult to inspect them as a race, but because Eisen was formerly an Immortal Ent, she possesses powerful regenerative abilities and a great resistance to status effects. When she was an Immortal Ent, she swung her branches and roots to fight, so she has acquired the Unarmed Fighting Technique skill. She has also learned the Throwing skill from throwing her fruit.
She can extend the branches on her back to use them as weapons, and produce fruit from them. Also, her sap can be used as an ingredient for a high-quality syrup. The wooden clothes that she wears were actually created by her, and can be replaced at any time.
Other than her simple fighting strength, she is also surrounded by a charm similar to that of a high-class prostitute due to her Allure passive skill, and she can touch any creatures she seduces to attack them with Spirit Siphon.
Also, it is thought that she can become capable of using earth-attribute magic, life-attribute magic or perhaps both.
She looks similar to a human in appearance, but she is essentially a plant, so she can survive for a long period of time as long as she has water and sunlight. However, she is also capable of eating.
Incidentally, it is a mystery as to why she only ever says, “Eat.” It is thought that her vocabulary will grow in the future.
She secretly participated during the battle against Gubamon, and with the Experience Points gained during this battle, she has developed into a Rank 7 Huge Skogsrå.
As the Adventurers’ Guild has never identified Skogsrå, the parts used as proof of extermination, how dangerous they are and the tradeable materials that can be obtained from them are unknown.
Explanation of races that have appeared but they will be explained as races of people
This is an explanation of the races of Lambda that have made an appearance. There are some that have already been explained as monsters, but they will be explained as races of people here.
The definition of people in Lambda
These are separated into three major different ways of thinking.
First, for the gods like Alda whose objective is the annihilation of Vida’s races, Alda fundamentalists and anti-Vida advocates, Vida’s races are not people. Only three races, the humans, Elves and Dwarves, classify as people. (That is why Alda said that Lambda’s total population is less than 100,000,000, but in reality, including Vida’s races, the population is over 100,000,000.)
Next, for Alda’s peaceful faction, the neutral gods, their believers and most normal people, so to speak, in addition to the above races, Vida’s races that don’t have monster ancestors, such as Dark Elves, Titans and Beast-people, classify as people.
The largest number of people use this definition compared to the other two.
The last is the inclusion of races that have monster ancestors, such as Vampires.
This definition is least used. Because there are those such as Vampires who work for evil gods, very few consider all races to be people, even if they are believers of Vida.
Other than half-Elves and Dhampirs, the Statuses of children born to parents of different races usually display the race of one of the parents’ races.
However, in many cases, the special racial traits of the parents manifest on the body. A human man born between a human and a Dwarf would have good vision in the dark and grow a plentiful beard, possessing exceptional physical strength and an affinity for the earth and fire attributes. A Titan born between an Elf and a Titan would have a large body easily surpassing 2.5 meters in height, but their ears would be pointed and they would possess the qualities for spiritual magic from birth. There are other similar examples.
Although these aren’t reflected in skills or Attribute Values, sometimes there are cases where scales grow on the body or feathers grow on the arms.
Lifespans can differ on a case-by-case basis, but they can be roughly estimated by averaging the expected lifespans of the parents.
Also, there are cases where children born to parents of the same race are born with special characteristics of other races, or even born as an individual of a different race altogether. In the past, the mother’s faithfulness was questioned in such cases, or sometimes this was called the prank or even a blessing of a god, but this is now known to be a result of atavism.
The above examples do not include half-breeds with monsters such as Goblins and Orcs.
The equivalent of humans on Earth or in Origin.
They have the lowest base Attribute Values among any race, but at the same time, they are the race that is thriving the most. The reason for that is said to be that the extent of their freedom is great; there are no Jobs that are suited or ill-suited for humans as a race.
There are all kinds of humans; there are some with low aptitude with magic while others have great aptitude for magic; there are some with affinity for only one attribute while others have an affinity for all attributes (with the exception of the death attribute).
As if to demonstrate the humans’ extent of freedom, if one separates heroes that appear in legends and myths by race, there are more human heroes than heroes of the other races. But on the other hand, there are many ordinary people who would struggle to fight a single Goblin.
Their life expectancy is around fifty to sixty years, but because infants of breast-feeding age often die of disease and such, once humans safely pass that age, they can even live for over eighty years.
Also, those who have experienced multiple Jobs and increased their Attribute Values age slower; there were some human adventurers in the past who actively worked for over a hundred years.
In many nations, humans are treated as adults starting from the age of fifteen.
There are no sub-races, but there are ethnicities with white, yellow or black skin color.
Humans can generally create offspring with almost any other race.
The race born between Shizarion, the god of wind and art, and Peria, the goddess of water and knowledge. They are known to have long, pointed ears and exceptional physical appearances.
As their ancestral roots lie in Shizarion and Peria, they have great Agility and Intelligence, but they are often physically weaker than humans.
There are many Elves who possess an affinity for the wind and water elements from birth, and few possess an affinity for the attributes that are poorly compatible with these attributes, the earth and fire attributes.
They possess the Dark Vision skill from birth. Also, though this does not apply for all Elves, many acquire the Spiritual Magic skill, so they are sometimes called the friends of the spirits.
Their lifespans are as long as five hundred years; they age at the same pace as humans until their teenage years, and after that, they grow into adults at a rate of one physical year of age every several human years. When they are treated as adults varies based on the nation and clan, but they are generally regarded as adults from around fifty to sixty years of age. In cases where they are raised in human cities, they are treated as adults from age fifteen despite looking very young.
Sometimes Elf children are seen in towns giving orders to adults in a self-important manner, but they are simply Elves in their thirties giving orders to newcomers who are over a decade younger than them.
Because they have long lifespans, their sense of time is looser than that of humans; they are often gentle in nature. There are also more than a few who use their long lifespans to earn Experience Points over a long period of time to reach B-class or A-class… if they survive that long.
As adventurers, they are suited to being mages or using their speed to be lightly-equipped warriors or scouts.
As civilians, many Elves are artists or scholars.
In the past, there were large-scale villages of tens of thousands of Elves, though they were very different from human nations.
Elf villages are mostly located in forests or on lakes, and there are even nomadic tribes that build fleets of ships and sail as they live their lives.
The fact that they are vegetarians and do not eat meat is a mere rumor; they treat both meat and vegetables as blessings of nature and eat both equally.
When living in human nations, they are almost never in positions where they need to succeed noble families and such. Even those with occupations often retire after working for a few decades. Because their lifespans are long, even if they are noblemen, the nations that they live in will either be destroyed before their own lives end, divide into multiple nations or be merged with other nations, so there is no stability. Also, the Elves have historically learned that if they maintain their social statuses for too long, dissatisfaction grows in those of races with shorter lifespans.
Some Elves are disgusted by Dark Elves, treating them as corrupted Elves, but there is a myth telling of how after Shizarion was destroyed and Peria entered a slumber, Vida protected the ancestors of the Elves. Thus, there are also Elves with a deep belief in Vida, and those Elves are friendly towards Vida’s races, especially the Dark Elves, whom they welcome as brothers and sisters who have received the goddess’s blessings.
There is no consistent philosophy of love among the Elf race; there is a wide variety of Elves, ranging from those who are sociable and court members of the opposite sex even after only meeting them once, to others who thoroughly get to know potential partners before making a decision. It is said that this is because Elves either inherit the nature of Shizarion, who had many romantic interests, or that of Peria, who was more discreet.
Also, it seems that many Elves believe that finding each person’s different beauty and charm regardless of their appearance is a part of love… though this is likely not insignificantly due to the fact that all Elves have beautiful appearances.
But Elves often become deeply attached to the partners that they have decided upon. A certain human mage left behind the words, “If an Elf truly falls in love with you, you will be dragged around for your whole life, so give up on them.”
Also, Dwarves are the only race that Elves cannot directly create offspring with. Due to this, the racial relations between Elves and Dwarves became strange, once.
Perhaps because of that incident, there are quite a number of Elves who enjoy playing with fire by having relations with Dwarves.
A race with ancestral roots in Zantark, the god of fire and destruction, and Botin, mother of the earth and goddess of craftsmanship. Even after reaching adulthood, their height only reaches the chests of humans. Dwarf men are known for growing plentiful beards once they become adults, while women maintain the appearances of young girls despite being adults (with large individual differences in figures).
Perhaps because their ancestral roots lie in Zantark and Botin, while they have exceptional Strength, Stamina and Vitality, their Agility and Intelligence are a little lower than that of humans.
Many Dwarves have an affinity for the fire and earth attributes, but there are few who possess an affinity for the opposite attributes, the wind and water attributes.
Also, Dwarves possess the Dark Vision skill from birth.
Their lifespans are around two hundred years. They develop at the same pace as humans, and once they reach the adult age of fifteen, their aging becomes very slow. They remain healthy until the age of one hundred and eighty, but after that, they often age rapidly.
They have longer lifespans than humans, but they are often picky about time and stubborn in personality. But they are not short-tempered; they enjoy training or raising things to the point that they make these their life goals. Also, they are a race that enjoys alcohol more than relations between men and women, to the point that it is often said that if one wants to marry a Dwarf girl, they should send alcohol to her father or defeat him in a drinking contest.
As adventurers, they are suited to being shield-bearers and frontline fighters, and not suited to being mages or scouts. Also, many Dwarves are religious, so there are cases where they become priests.
As civilians, they are often blacksmiths, stonemasons, potters, leatherworkers, arms smiths or chefs, and there are many who set their sights on farming as well. It is often said that when choosing a craftsman, an Elf craftsman would be best for aesthetics, while a Dwarf craftsman would be best for performance.
Although society praises the skill of some of these craftsmen, there are almost none who become noblemen and such. Other than cases where a Dwarf accepts a court rank in order to protect the rights and homes of his brethren, most of them are honorary noblemen, nobles in name only.
Other than the Workers’ Guild, most Guild branches have at least one Dwarf among the medium to high-ranking leaders.
There are no races that the Dwarves consider enemies, and although they frequently quarrel with Elves due to their differing views, they do not hate them.
They do not hold anything against Vida’s races, either. However, they laugh off the fact that Dwarves were the only race that Vida did not mate with to create a new race, saying that the Dwarven men of the past must have drank her under the table. They warn young Dwarf boys, saying that they should learn from their ancestors’ example and not become the kind of men who would assault drunken women.
… However, it seems that they do not mind vigorously deepening their bonds with moderately drunk members of the opposite sex who have not passed out.
The Dwarves’ perception of love is such that the men are not domineering husbands that demand that their wives follow their requests, but husbands who want their wives to keep them under control. This is thought to be the influence of Zantark’s words of, “Men should fight and work outside while their wives protect the homes.”
This is why Dwarf men like strong-minded, firm women. Also, it seems that they find voluptuous women more charming than dainty ones.
Dwarf women think of men as one of the raw materials that they need to temper; it seems that they are attracted to men who they feel are worth the effort of strengthening. Thus, although Dwarf couples do quarrel, this is often a whip of love from the wife.
Also, an important feature that all Dwarf men should have to charm Dwarf women is their beards.
However, more recently, there are many among the youngest generation of Dwarves that do not fall under the above descriptions. There is an emotional play about a Dwarf woman reforming a hopeless human man who was loved by everyone. This play was actually the story of the beginning of the romance between the playwright's parents.
A race born between Vida, the goddess of life and love, and a young Elf who was serving her.
Their appearance is exactly the same as that of Elves other than their dark skin; they are sometimes referred to as “suntanned Elves.” Also, old books say that Dark Elves have more sensual figures than Elves due to being descendants of a goddess who also rules over abundance and prosperity. However, in later years, the ‘Extraordinary and Odd’ Dario Dan, who was renowned as both a mage and as an artist, gathered a thousand Elves and a thousand Dark Elves to cooperate in an investigation, through which he determined that this rumor is not true.
Like Elves, Dark Elves possess the qualities for using magic, but they also possess exceptional physical qualities such as Vitality and Strength. In other words, they have high overall Attribute Values; there are no areas in which they are inferior to humans.
They can possess an affinity for any attribute, and like Elves, there are many who awaken to Spiritual Magic.
They possess the Dark Vision and Magic Resistance skills from birth.
They have long lifespans of a thousand years. Excluding the Vampires, who do not age at all, Dark Elves have the longest lifespan as a race. (There are some among the Drakonids and Majin) who live longer than a thousand years, but they do not have longer average lifespans as a race; there are just large individual differences.)
Dark Elves age at the same pace as humans up to their teenage years, and after that, they age at a rate of one physical year of age every several human years, and at a certain stage, their growth (aging) stops. There are individual differences in when this period occurs; it can occur as early as the mid-teenage years or as late as the early thirties.
But unlike Elves, once their growth stops, they maintain this appearance for the rest of their lives, so it is possible for elderly individuals who have lived for nine hundred years to have the appearance of boys or girls in their mid-teenage years.
The mental ages of Dark Elves are strongly influenced by how old they appear to be. Perhaps due to this, they do not have a custom of respecting their elders unconditionally. They will always be treated as immature until they develop appropriate knowledge, skills and personalities.
But many Dark Elves respect those who show themselves to be mature, so they are also a race that is easy to get along with.
Because they have longer lifespans than Elves, many Dark Elves have somewhat carefree personalities. Some live as adventurers or as civilians, but with their sense of time, they consider these things to be “training,” “studying abroad” or “a bit of a long journey.” There are almost none who intend to spend their entire lives in human society… because most nations are likely to be destroyed or divide before they reach the ends of their lifespans.
But there are no Jobs as adventurers that they are particularly suited for, and they can use their long lifespans to learn all kinds of occupations as civilians.
Historically, Dark Elves have kept their distance except from Elves who believe in Vida, but they are not hostile as a race. However, many Dark Elves hate the very sight of priests of Alda.
Dark Elves’ perception of marriage is peculiar and quite uninhibited. Because they have long lifespans, so even if they swear to love each other for eternity, arguments and affairs can happen if they spend hundreds of years together, so most Dark Elves make an oath to give each other “one hundred years of love.” If they wish to remain a couple after those one hundred years pass, they repeat their oath for another hundred years in front of a statue of the goddess. Repeating this practice is marriage for the Dark Elves.
If they have changed their minds, they can simply divorce on the spot, so it is said that Dark Elves are the race that spills the least blood over romantic complications.
The race born between Vida, the goddess of life and love, and the Sun Giant Talos, who served the Colossus god Zerno. They were the first race to be created by Vida.
They have light-brown, sun-kissed skin. They are a race of large individuals; once they reach adulthood, men are over 2.7 meters tall while women are over 2.5m tall.
Other than the color of their skin and their size, they are no different from humans. There is a well-known comedy where a nobleman has his heart captivated by a healthy, beautiful girl with light-brown skin depicted in a painting and goes to confess to her, only to find that she is a Titan girl who is larger than him.
For their Attribute Values, they have excellent Vitality and Stamina, as well as Strength. However, they have poor Agility, Intelligence and Mana.
They have poor qualities for magic, and most only possess an affinity for a single attribute. This attribute is often the life attribute.
They possess the Augmented Muscular Strength and Augmented Stamina skills from birth, and it is easy for them to acquire each race’s resistance skills.
They have lifespans of around three hundred years; they age at the same pace as humans until they are around fifteen, and after that, their aging slows down, maintaining a physical age of someone in their twenties or thirties until they are around two hundred and fifty years old. After that, they begin aging rapidly. Because they age similarly to Dwarves, people have long wondered whether the two races are somehow related.
Many Titans have honest personalities and do not care about small details, but when they are angry, they are unmanageable. Also, they tend to prefer clothes that expose much of their skin. This is because Titans as a race believe that their bodies are beautiful things that they should be proud of. In fact, their sturdy, beautiful, well-proportioned bodies captivate those who behold them… though there have always been many women who dislike Titan men, saying that their muscles are unpleasant.
As adventurers, they are suited for being shield-bearers or powerful fighters who wield heavy weapons. However, parties made of only Titans sometimes do not have a shield-bearer at all. This is because there is no reason to become a shield-bearer if the entire party is sturdy.
As civilians, many Titans have occupations that require physical strength, such as farmers, miners and stonemasons.
Perhaps due to this, few Titans have high social positions. This is likely related to the fact that no nations made primarily of Titans have existed ever since Talosheim, a nation in the southern region of the Bahn Gaia continent, was destroyed two hundred years ago.
Although the Titans are not hostile to any races as a whole, there are more than a few who believe that the Amid Empire and its vassal nations that attacked the nation of the Titans are a common enemy of all Titans.
However, they hold disgust for the Hill Giants and Forest Giants, who are the descendants of the Colossi who joined the Demon King and became monsters in the age of myths, for defiling the bloodline of their great ancestors. Those who slay them are praised as worthy warriors.
In contrast, they worship the true Colossi, including Talos who maintained his divinity.
Their views on love are uninhibited and both men and women place an importance on strength and sturdiness, but they also admire those who have things like knowledge and a sense of art that they don’t possess themselves. They are also sometimes easily won over when they are treated with soft kindness and gracefulness.
It is said that there is a sub-race of Titans with white fur living in icy mountains and other cold regions of the Dark Continent, the continent that has become one enormous Devil’s Nest.
The races created when Vida mated with the beast-kings who served Ganpaplio, the beast-god who was destroyed by the Demon King.
Because there are multiple beast-king parents, beast-people can differ in appearance, but they generally all have the ears and tails of beasts. Each race has different features, such as fur growing on the backs of their hands and their shins or horns growing on their heads.
Their Attribute Values also differ depending on their parent beast-king. However, most races have poor qualities for magic while having excellent Vitality, Strength, Agility and Stamina.
There are only mammalian races of Beast-people, and Beast-person races of boars, horses and aquatic mammals do not exist. This is because in Lambda, reptilians are descendants of the subordinates of Marduke, the Dragon-emperor god.
There are no races of bird, horse or aquatic-mammalian Beast-people; this is explained by the fact that the beast-kings of those races were either destroyed by the Demon King, while some joined the evil gods, so the children born between them and the goddess became Harpies and Centaurs.
There are no boar Beast-people because the boar beast-king joined the Demon King and became the ancestor of the Orcs; this is also recorded in the myths. However, this incident is not often spoken of.
Incidentally, there are no Beast-people of domesticated animals such as dogs, cats, or pigs.
In the Status, Beast-people’s races are displayed as, “XX-type Beast-person.” Wolf Beast-people are displayed as “Wolf-type Beast-person,” while wildcat Beast-people are displayed as “Wildcat-type Beast-person.”
The skills that Beast-people possess from birth depend on what kind of Beast-people they are. However, most Beast-people possess the Dark Vision skill. Also, carnivorous Beast-people have fangs and claws, while herbivorous Beast-people have horns.
Within ten years, they grow to the equivalent of fifteen years in human age, and after that, they live until they are a hundred and fifty to two hundred years old. The speed of their aging is extraordinarily slow.
Also, children born between parents of different races of Beast-people are born as a Beast-person of one of the parents’ races. There are no cases of things like Beast-people with wildcat tails and a wolf’s tail.
However, such children can grow fangs and horns; there have been confirmed cases of things such as bear-type Beast-people with horns. Also, when using the Beast Transformation skill, which will be mentioned later, some of their parents’ physical features can appear.
These are not the limits of half-breeds that Beast-people can create; children can be born with pointed Elf ears and fox tails.
Their diets depend on what kind of Beast-people they are, but carnivorous Beast-people are not completely unable to eat food that isn’t meat, and likewise, even herbivorous Beast-people can eat meat.
As Adventurers, they are suited to being scouts or frontline fighters, and they tend to prefer being unarmed fighters using their claws and horns, or having roles that fight with light equipment. Also, they can gain skills such as Beast Transformation, a skill that turns them temporarily into half-beast half-human creatures, and acquire race-specific Jobs such as Beast Warrior.
Perhaps because they worship the beast-kings, there are some with a Job called ‘Shaman,’ which is a separate Job from the Priest Job.
Incidentally, unlike most Beast-people, fox-type, tanuki-type and goat-type Beast-people have qualities suited to magic, so many of them become mages.
They don’t have any inclinations to any specific occupations as civilians. They work in all kinds of areas.
In societal terms, they are the same as humans, but other than in the Birkett Duchy in the Orbaume Kingdom, few Beast-people hold high-ranking positions in nations.
There are no races that Beast-men are hostile towards as a race, but they truly detest those who speak ill of the pride of their kind. It is not uncommon for people to be challenged to duels to the death over wolf-type Beast-people being called Kobolds and buffalo-type Beast-people being called Minotaurs.
They have all kinds of views on love and marriage; when members of a single race are all gathered together and living in the same place, they can have monogamy, polygamy or no marriage system at all, depending on the race. The thing that they have in common is that the husbands act important while it is actually the wives that hold authority in the household. But in important situations, the husband’s opinions take priority.
When they live in villages and cities, they use the systems of those villages and cities.
Also, for Beast-people, love equals marriage; creating children is the basis of it. The criteria for loving someone is whether one wants to make children with them or not.
Thus, adult relations are not desirable.
Incidentally, Beast-people have certain periods where they want to leave offspring behind, which vary depending on their race. They can still create children outside of these periods, but things are rather plain when doing so.
It is not an insult to make fun of this as being a mating season for the Beast-people, but one should be prepared to receive a comeback of, “Well, your people mate all year round.”
The general public believes that Ghouls are a special race of Undead. Though even many Ghouls themselves do not know this, they are a race descended from the younger of the twins, whose genders are unknown, born to Vida and the Undead champion Zakkart.
There are no remaining records of Ghouls in the myths, so it seems that their ancestor was completely uninvolved in the later battle between Alda and Vida, but it is unknown whether they distanced themselves from the battle on their own or were allowed to escape.
Ghouls, both men and women, have gray-brown skin, but the women look exactly like beautiful human women except for their yellow pupils and claws. In contrast, the men have the heads of lions and arms so long that the backs of their hands reach the ground when they are standing upright.
Ghoul men and women differ in their qualities as much as in their appearances; the men are physically superior but have poor qualities for magic, while women are physically inferior to men but possess good qualities for magic.
Their lifespans are around three hundred years; the men age at the same pace as humans until the age of fifteen and then begin aging slowly after reaching adulthood. Women grow and age at the same pace as humans until they become pregnant (even if they do not have a successful childbirth), and once they become pregnant, their physical age becomes fixed.
Ghouls possess the Dark Vision, Superhuman Strength, Pain Resistance and Venom Secretion skills from birth; their claws that secrete paralyzing venom, become fearsome weapons when swung with their powerful arms.
They are vulgar and unsociable in nature, but their sense of unity as a race is strong; in times of emergency, they put their differences aside to cooperate with other tribes and villages. Also, it is possible for members of another race of Vida to make exchanges that are civil to a certain extent with tribes that are aware that Ghouls are a race of Vida.
Also, for a later-mentioned reason, villages that are in trouble may willingly welcome members of other races.
As there are no nations that treat Ghouls as people, they cannot become adventurers, but they live their lives while setting their roles based on their gender, so even in battle, men are often at the front while women are at the back.
There are no Ghoul civilians. One could make a far-fetched argument that Ghouls captured and traded as slaves, or tamed specimens, could be considered civilians.
Because they live like aboriginals in Devil’s Nests, they are thought of as a race of monsters, but they live like this because their reproduction capability is low; they cannot produce offspring outside Devil’s Nests.
This is why Ghouls have no concept of marriage, and it is ordinary for them to do everything they can to produce offspring. It seems that there are cases where strong individuals monopolize members of the other sex, but these are rare cases.
For their diets, they prefer meat and even use human meat as food. For this reason, they are called corpse-eating demons, but the Ghouls would argue that humans take materials from their corpses as well.
It could be said that they are hostile to every other race. Also, it seems that some have complexes when it comes to Vampires.
Ghouls can conduct a ritual to transform human, Elf or Dwarf women into Ghouls. As their lack of fertility is a serious problem, when their female numbers drop too low for whatever reason, they sometimes turn female adventurers and such that they capture into Ghouls.
When they capture male adventurers, if they are lucky, they might be able to survive by nodding their heads to the advances of Ghoul women.
Much of the above does not apply to the Ghouls of Talosheim.
The race descended from the older of the twins, whose genders are unknown, born to Vida and the Undead champion Zakkart. Within the race, they are divided into Pure-breed Vampires, Noble-born Vampires and Subordinate Vampires.
Their appearances are mostly the same as the races they originally were, such as humans, Elves and Dwarves, but their pupils are crimson and they possess long fangs.
They are generally regarded not as people but monsters, beings that oppose the gods. In human society, they are targets to be exterminated. But they have spread their roots in the underworld, and there are many examples in the past of clergymen loudly advocating for Vampire extermination while actually being spies for the Vampires.
Pure-breed Vampires, Noble-born Vampires and Subordinate Vampires all have no lifespans; they are ageless. The moment they become Vampires, their aging stops.
From the moment they become Vampires, they acquire the Superhuman Strength, Dark Vision, Bloodsucking, Rapid Regeneration and Status Effect Resistance skills, but they become critically weak to sunlight and silver.
It is said that the likely explanation for the Vampires being weak to sunlight is that their very existence angers Alda, who rules over light.
Their weakness to silver is explained by the fact that Undead have always been weak against silver, and this weakness has been inherited by Vampires, who descended from the Undead Zakkart.
Many Vampires have pompous personalities, treating races with short lifespans with arrogance. Many of them are cunning, cruel, ruthless and inhuman.
However, this is because many of the currently-existing Vampires worship the evil gods who are the remnants of the Demon King’s army; this is not the case for the Vampires who still worship Vida… In fact, virtuous Vampires are seen from time to time.
Details of Pure-breed Vampires are unknown as they are beings that even legends are unworthy of speaking of them; they are mythical beings. However, Noble-born Vampires excel in all Attribute Values and they are able to fly. Normal people do not stand a chance against even the most inexperienced Noble-born Vampires.
Subordinate Vampires have dramatically increased Strength, Agility, Stamina and Vitality (Even if they were originally frail children, they are capable of having frontal fist-fights against bears). However, their qualities when it comes to magic does not change from before they become Vampires.
There are no Vampire civilians, but they do not lose the skills that they possessed before becoming Vampires, so they can carry out their lives in human society as long as they are not exposed to sunlight.
Also, because they are ageless, Vampires who have spent long years and months improving themselves diligently are more fearsome than Dragons.
Vampires enjoy sucking the blood of others, but they can also consume normal food. However, if they go long periods without ingesting blood, their health deteriorates and it is said that they eventually die. However, it seems that monster or animal blood is sufficient for them to maintain themselves, so there are almost no cases where a Vampire has actually died from this.
It is said that they like the fresh blood of virgins, but their preferences vary from individual to individual, and in the past, there have even been Vampires who prefer the blood of middle-aged men who smoke tobacco… According to them, the bitterness in the blood becomes addictive.
Vampires increase their population by giving their own blood to members of other races… humans, elves and dwarves, in order to transform them into Vampires. Pure-breed Vampires and Noble-born Vampires are capable of creating other Noble-born Vampires or Subordinate Vampires, while Subordinate Vampires generally cannot turn others into Vampires.
Perhaps for this reason, those who become Vampires experience a decline in their sexual desire, which is replaced by a desire to suck blood. However, it does not disappear completely, so Dhampirs, half-breeds created with other races, are seen from time to time.
However, it is difficult to imagine that this mode of life is what Vida wanted for the Vampire race that she created. In fact, it is possible for Vampires to leave offspring behind in the same way as any other living creature.
Given this fact, Vida’s believers insist that Vida wanted to add something more to the Vampires, of which only the Vampire founder and the Pure-breed Vampires existed at the time, but before she could, she was defeated by Alda, the god of law and fate, and the champion Bellwood.
Incidentally, the Vampire transformation ritual is possible for members of Vida’s other races, but the side effects are so drastic that it apparently only succeeds for one in ten individuals.
A monster whose appearances in history can be counted on one’s fingers, a race that is designated to be a calamity.
Its enormous, fort-sized body is completely made of the bones that it has absorbed, and those bones can form Skeletons that can act independently.
The Skeletons are not particularly powerful; they are slightly stronger than Rank 2 Skeletons. However, their numbers are a threat.
According to records, there has been a Bone Fort that manipulated ten thousand Skeletons simultaneously.
The fearsome thing about this monster is that the fort, its main body, can move.
It is a moving fortress with countless soldiers that need no food or rest. It is truly a nightmarish being for humanity.
Knochen is even more terrifying than normal Bone Forts.
As it possesses the High-speed Flight skill, it can fly faster than a bird. Of course, its Skeletons can also fly through the air, and each of them have poisonous breaths. In addition, they are all under the effects of Guidance: Demon Path and Strengthen Subordinates.
Those who think that these are mere Skeletons will likely be overwhelmed by the Skeletons’ poisonous breaths, and once they are immobilized, they will meet the cruel fates of having the bones torn from their bodies while they are still alive.
【Grand Bone Fort】
An enormous fortress of bone. When a Bone Fort acquires a countless number of bones, becomes even larger and increases its Rank, it becomes this monster.
Its Rank is 10, and it could be assumed that those with the abilities of an A-class adventurer would be able to dispose of it, but that would be a great misconception. As the main body has no parts that act as a vital spot, one must continuously fight this monster and crush every bone to pieces in order to defeat it… as bones continue to function as ‘bones’ even after being severed to some extent, it is a terrible foe for those who wield swords or spears as their weapons.
Knochen even possesses the ability to draw close to its enemies easily and produce a poisonous breath that does not affect itself, so it is even more dangerous than ordinary Grand Bone Forts.
In addition, ordinary Grand Bone Forts have not been observed to take any form other than that of a fort, but Knochen can take a variety of forms at Master’s command, such as a wheeled vehicle for construction work known as a ‘bulldozer.’
This is not because of a lack of the required Skills; it can be assumed that this is because Knochen is more intelligent than ordinary Grand Bone Forts.
It is not a monster that can be fought by a single individual. It would take either an army or a superhuman who has transcended superhumans such as an S-class adventurer to defeat it.
A monster that Sam of Talosheim has become, the first in Lambda.
He runs freely through the air and his entire body emanates an aura that strikes fear into all nearby living creatures.
【Deep Nightmare Carriage】
A race title achieved by Sam after performing a great deal of transport, running through the changing harsh environments of Dungeon floors, running over and crushing… or rather, overcoming, all kinds of unfavorable conditions and monsters.
Due to the Space Expansion Skill, the inside of his carriage contains the space of sixty-four three-horse carriages, and it maintains comfortable temperatures even in scorching-hot deserts and extremely cold ice fields.
Because of this, he is a dream-like vehicle, but he is like a nightmare for those who seek to obstruct him from performing his transporting duties. He runs through the sky at high speeds like before, but with the effects of the Strengthened Attribute Values: Transportation Skill, his Attribute Values are strengthened when he is transporting people and objects, and the Level of his Aura of Fear Skill, which affects the minds of those who look at him, has increased.
… He has seemingly instinctively become able to use elementary space-attribute and time-attribute magic, so he likely still has room to develop even further.
As someone who is currently being transported by his carriage, the fact that his safety has increased drastically due to his development is very welcome.
Great Black Lightning Centipede
Enormous centipede monsters that are large enough to wrap themselves around an average-sized house. Their black exoskeletons are impervious to superficial attacks, while their charging attacks using their horns as weapons are so powerful that even shield-bearers must be careful.
Also, even if they are fought from a distance, it is capable of releasing long-ranged lightning attacks, so caution must be taken when exterminating these monsters.
They are far more intelligent than their appearance would suggest, and while they cannot speak human language or cast spells, they are capable of using skills such as Armor Technique.
For some reason, Pete has even acquired a unique skill, granting him increased attack power and defensive power against Dragons and allowing him to increase his own Attribute Values by devouring them.
【Living lump of flesh】
A mysterious combined life form created from a mixture of ‘Lump-of-flesh-chan,’ who seemed to be a base form of life, the disappearing silver that Vandalieu created, and the souls of all of the Eighth Guidance members as well as the ‘Gazer’ Minuma Hitomi, which Zuruwarn did away with various procedures and hammered into the body.
The souls were supposed to be inserted one at a time, separate from the lump of flesh and gain bodies resembling the ones they had in their previous lives, or bodies that were at least appropriately-shaped even if they were slightly different.
It has the appearance of a sphere around three meters in diameter, made of flesh-colored clay mannequins entwined around each other. The shapes of the outlines of their heads might share some familiar features that could possibly be recognized by those who knew the Eighth Guidance Members and Minuma Hitomi well.
As it appears, it is made entirely of flesh; it contains no organs such as brains or eyeballs, nor does it contain any bones. In a way, it could be described as a Slime made of flesh.
It has the ability to float in mid-air, but it can also move around by rolling across the ground.
Also, it is the failed product of trying to recreate the body of Darcia, a Dark Elf, so it possesses the Magic Resistance skill that all Dark Elves possess.
Its numerous souls have partially fused with one another, and its mental age has regressed due to having been reincarnated. However, it does possess memories and knowledge from its previous lives, even if they are a little damaged in places.
It has limited death-attribute spells (the abilities of the Eighth Guidance Members), the cheat-like ability ‘Gazer’ that predicts the future, and various other abilities from its previous lives other than magic of the other attributes as skills.
However, because its body is too different from any of its previous bodies, it is likely difficult to make use of all of these skills.
From its Status, it seems to be similar to Vida’s races, but as there are no precedents of such a life-form, it is unknown as to how it will develop from this point onwards. However, it possesses the divine protection of multiple gods, so it is highly likely to become a powerful being.
It had also originally possessed Rodcorte’s divine blessing, but because the reincarnated individual Minuma Hitomi was led to Vida’s circle of transmigration system, it has disappeared.
The below information is the accepted opinion of the Adventurers’ Guild and Mages’ Guild outside the Boundary Mountain Range.
They are one of Vida’s races, possessing the lower bodies of spiders and upper bodies resembling those of human women.
They have similar properties to spiders, possessing deadly venom and creating traps from threads they produce from their mouths. They are a ferocious race that even eat their own kind.
When they capture humans, they simply eat them if they are women and use them to create children if male, eating them afterwards or leaving them alive for a while to feed them to the children that hatch from the eggs later.
The above misguided information was mainstream in the past, but currently, the Adventurers’ Guild and Mages’ Guild possess more accurate information. However, some isolated villages and settlements and such still have these misguided ideas regarding Arachne.
Arachne are actually divided into four different types – medium-build, small-build, large-build and aquatic – and since each type has only females with the lower bodies of spiders, they are a unisexual race, but each different type has their own different biology.
Medium-builds are the most common among Arachne; they are exceptionally strong and agile, and they are capable of building dwellings and traps from the webs produced by their lower bodies. They possess venom glands and can inject it into those they bite with their fangs, but the venom is so weak that they have almost no effect on human-sized creatures.
The proportion of medium-builds that are mages is greater than humans, but below Elves.
They have lifespans of about three hundred years. Their base Rank is 3.
Small-builds are the second-most common type. Even after becoming adults, their upper bodies have young appearances and their lower bodies remain small, resulting in them being often mistaken for medium-build or large-build children. They use their threads in more diverse ways than medium-builds, and their bodies are light. Also, they possess the most powerful venom among the Arachne; a human who does not possess the Poison Resistance skill will become immobilized if injected with this venom.
Also, there are many small-builds who learn magic, but it seems that they are only able to cast basic spells.
Many of them have cheerful personalities. Their lifespans are approximately two hundred years, and their base Rank is 2.
Large-builds are few in number, and some smaller settlements don’t have any at all. They have exceptional energy, stamina and power. However, though they are able to produce threads, they are not adept at handling them, and the venom in their venom glands has regressed so much that it has almost no effect. Also, most large-builds are not adept at using magic.
Their appearance is the most impressive among Arachne, but most large-build individuals have quiet, carefree personalities. However, there are a few exceptions to this.
They have lifespans of about five hundred years, and their base Rank is 4.
Aquatic Arachne are the type that are fewest in number, and some speculate that they have become extinct. They are the only Arachne that can build nests (houses) in and on the surface of water. They do not possess gills and rely on pulmonary respiration, but they produce air-filled pouches with their threads and place them underwater to secure air to breathe.
As sightings of aquatic Arachne are rare, precise information is not known, but it is thought that their lifespans and base Ranks are the same as medium-builds. Also, according to one theory, they are simply medium-builds that live in aquatic environments, and aquatic Arachne do not exist.
What all Arachne types have in common is that the carapace of their lower bodies is hard like armor, allowing the use of Armor Technique. In addition, there are claws growing from the tips of their legs, so they can dash up cliffs as fast as they can run across rocks and trees. When these legs are used as weapons, they receive the effects of the Unarmed Fighting Technique skill.
Also, if the tip of a leg is cut off, it returns to normal after a single molting.
Their only weakness is the spider abdomen of the lower body where the carapace is soft, but large-builds have fur that is harder than it looks protecting this area. Also, even if this area is damaged, it causes significant bleeding but will not result in a fatal wound.
Arachne molt once a year; small-builds are considered adults after molting ten times, medium-builds after fifteen and large-builds after twenty.
Because they are defenseless during and immediately after molting, Arachne do not allow anyone to be present during the process except for those they have great trust in.
They generally do not eat people or members of their race as a food source; they have a strong sense of companionship and they are highly sociable. Males they accept as spouses are viewed as companions and are treated with care.
They are an oviparous race, and when they have partners and are currently not raising any children, they lay numerous eggs at once with a frequency of about once every ten years.
When their Ranks increase, they gain race titles such as Arachne Soldier, Arachne Scout and Arachne Knight. However, legends say that some individuals that increase their Rank after fulfilling certain requirements can become a member of a different race altogether.
The below information is a summary of the descriptions in the Literature Manuscript of the Ancient Times, which was restored by the mages of the Mages’ Guild in the Amid Empire.
They are a female-only race of monsters with the characteristics of praying mantises, and their typical Rank is 4. They are highly intelligent but also ferocious, and because they act in groups unlike regular praying mantises, they are highly dangerous.
In addition to regular arms, they also have a pair of arms that have sharp sickles from the wrist onwards, and they manipulate these skillfully with the Unarmed Fighting Technique skill.
They have wings growing from their backs, but like praying mantises, their ability to fly is limited. They are mostly used for gliding.
Also, some of them are capable of using ‘Camouflage,’ allowing them to blend into their surroundings like praying mantises.
As they are a unisexual race, they require males of other races for mating, but Empusa only desire human males and males of Vida’s races. For this reason, they are considered to be more dangerous than Orcs.
After mating, abducted men are eaten to provide the nutrition necessary to lay eggs. Following this, Empusa lay one or multiple eggs, which hatch after approximately a year. Children molt repeatedly, becoming adults after approximately ten years.
They are long-lived for monsters; some individuals have lived for over two hundred years.
Occasionally, children of the male parent’s race are born from the eggs. It is thought that if these children are girls, they are immediately eaten, while males are raised until they are old enough to breed.
The existence of higher-Rank races such as Empusa Berserkers, Empusa Slayers and Empusa Assassins has been confirmed; they are extremely dangerous monsters.
However, it seems that they are inadept in the use of magic; it is fortunate that there are almost no Empusa Mages.
Their sickles can be used as weapons just as they are, and their tough carapaces and bones can become materials for armor, while their wings can be used as an ingredient for Alchemy if turned into a fine powder.
Also, the Magic Stones that can be harvested from their hearts are well-suited for creating wind-attribute Magic Items.
However, Empusa have not been seen in the Bahn Gaia continent for several centuries. It is thought that Empusa have been successfully eradicated in this continent.
It is truly fortunate that the eradication of a race of such evil monsters has been successful. For some reason, Empusa are not monsters that appear in Dungeons, so the Bahn Gaia continent will never see Empusa again unless some foolish tamer brings them from another continent in the future.
However, the possibility of Empusa having survived in the southern region of the continent beyond the Boundary Mountain Range, where monsters run rampant, cannot be ruled out.
A race title that can be reached by Orcs when they reach level 100 while possessing production-related skills such as Farming, Logging or Masonry at 3 or higher with all battle-related skills below level 3.
There are no bonuses for combat-related skills whatsoever, but there are bonuses for the acquisition and development for production-related skills. Also, it becomes easier for the level of the Superhuman Strength skill to increase.
This race has not been verified outside of the Noble Orc empire; it is unlikely for ordinary wild Orcs to increase their Rank and acquire this race title.
Their Rank itself is 4, but because their combat-related skills are low in level, they do not have much fighting ability.
According to the legends, when the Demon King was still alive, the Goblins multiplied rapidly and increased their Ranks to diversify in various ways. However, the evil gods were having trouble with them, as many Goblins were foolish, cowardly and, most importantly, weak.
Even cowardly Goblins became brave soldiers when a Goblin King was born, but most of them would die before becoming Kings.
That was why the evil gods had strengthened Goblins to create a superior race, High Goblins, for the purpose of commanding the Goblins.
They possess the same characteristics as Goblins – pointed ears and noses with dark green skin – but while many Goblins are ordinarily about the height of an adult’s chest, High Goblins have the physiques of average-height adults even without increasing their Ranks.
Also, their appearances are slightly similar to humans if one ignores the color of their skin.
Their base Rank is 4, and as their slender appearances may suggest, they excel in speed and dexterity rather than strength. However, their most fearsome characteristic is their intellect.
Even Mages of the lower-race Goblins have intelligence that does not go beyond a child several years before adulthood, but High Goblins are as clever and cunning as humans.
And like their inferior counterparts, they are able to increase their Rank to diversify in various ways.
The only thing that is good about them is that as a superior race, they have lower ability to reproduce; their numbers are drastically fewer than ordinary Goblins. They have lifespans of approximately fifty years. They only give birth to one or two children at a time. It seems that children become adults approximately three years after they are born.
They can crossbreed with Goblins, but when this happens, the children are almost always born as Goblins.
If they breed with humans or members of Vida’s races, the children are born as High Goblins or Goblins in approximately equal ratios.
Their reproductive ability is inferior to Goblins, who produce between three and five offspring at once and mature within just a few months, but… Goblins submit unconditionally to their superior race, the High Goblins, so care must be taken. High Goblins are acknowledged to be a disaster-class race of monsters.
However, there is never a shortage of adventurers and knights who mistake High Goblins for Goblins and end up being killed.
Incidentally, their meat has a strong smell and is inedible, just like Goblin meat.
Like High Goblins, High Kobolds are a superior race of Kobolds that were created by evil gods.
They are about as tall as an average human, and at a glance, they look like bipedal wolves.
Their base Rank is 5, and even if they are not holding weapons, caution is needed, as they can use their claws and fangs to fight with the Unarmed Fighting Technique skill.
Like Kobolds, they are proficient at coordinating with their allies, and are as intelligent as humans. However, they possess strong bonds with their allies, and unlike High Goblins and Noble Orcs, they view members of their respective inferior race as members of the same group, rather than treating them like slaves.
Their reproductive ability is vastly weaker than regular Kobolds; they give birth to one or two children at a time, and the children become adults after five or six years.
However, a single High Kobold accompanied by Kobolds forms a solid fighting force. For this reason, they are designated as a disaster-class race of monsters.
Abyss Monster explanation
【Noble Orc Abyss King】
A being that the Noble Orc High King Budarion has become after having his lost arm and eye replaced by Vandalieu’s surgery and death-attribute magic, gaining Experience Points from defeating Budirud and Bufudin on the battlefield and increasing his Rank.
His right arm and left eye have become stained black from the influence of death-attribute Mana, but they do not have any special powers over his non-black arm and eye.
By increasing his Rank, he has acquired the Magic Resistance, Status Effect Resistance and Mana Enlargement Skills.
Also, as he is under the effects of Guidance: Demon Path, he gains bonuses to his Attribute Values and Skills, and it is expected that he will become even more powerful once he increases his Level.
Of course, Budarion is the first in history to become a Noble Orc Abyss King, so his existence has not been recorded by any organizations, including the Adventurers’ Guild.
However, there is no mistake that he is a monster that receives the maximum effect of a Guidance Skill; such monsters are rare if one excludes the monsters tamed by the champion Nineroad.
The following is an excerpt from Luciliano’s research notes.
Monsters directly created by Mububujenge, the evil god of degenerate corpulence. They could be considered ‘clones’ of Mububujenge in a broad sense, or perhaps as a type of familiar spirit.
They are Rank 1, and they generally cannot acquire combat-related Skills, and other than their physical abilities, Vitality and Stamina, they are like ordinary people.
Their appearance resembles Legion’s separate personalities (Isis, Valkyrie, Ereshkigal and Izanami) to the point that Legion was mistaken as a flesh-wife.
But regarding their physiques, they are often very tall compared to human women, as they have been made for two-meter-tall Orcs.
Each Orc is given a single flesh-wife at the Church of Mububujenge. The flesh-wives’ intelligence and their abilities in housework and cooking increase as the Level and Rank of the Orcs they are given to increase.
Also, they are capable of reproducing, giving birth to and raising Orc children.
Their personalities are reserved and feminine, and they are obedient towards their Orc husbands. However, there are some who scold their husbands from time to time as well.
Flesh-wives are unbelievably weak when considering that they are monsters directly created by an evil god, but there have been periods of time since the foundation of the Noble Orc empire where the flesh-wife population reached multiple tens of thousands, and it can be assumed that their combat abilities were sacrificed in order for them to be distributed evenly to tens of thousands of Orcs.
Naturally, these are monsters that do not exist outside the Noble Orc empire, so the Adventurers’ Guild and Mages’ Guild are unaware of their existence.
Monster explanation (written by Luciliano)
After receiving the crystals of the crystal-horned dragon god Lioen from Vandalieu in a dream, Myuze has received his divine protection, giving birth to this race of monsters. Her exoskeleton and sickles have transformed into a green crystal material that resembles emeralds, improving their hardness and the sickles’ cutting edge.
Naturally, this is a race of monsters that have never been born before in Lambda.
Even if all of the crystals of her body are broken, she can regrow new crystal, and it is possible for the crystal to receive bonuses from Unarmed Fighting Technique and Armor Technique and even activate martial skills. In addition, she is able to release light from her crystals with the Luminescence Skill.
It is possible for Myuze to one day use wind-attribute magic with it to project illusions. The day when she vanishes into thin air or uses bunshin no jutsu* is likely near.
TLN*: I’m fairly certain this is a Naruto reference
It is unclear as to whether she can acquire the Ninja Job as she wishes to, however. It is likely that she will become a Ninja* first.
TLN*: This “ninja” is written in katakana.
【Ghoul Wizard Princess】
A monster race title achieved by Zadiris following her Rank increase after she received the divine protection of Garess, the guardian deity of the Kijin nation, from Vandalieu in her dreams.
There has been no change to her appearance, but her magic-related properties have improved from when she was a Ghoul Elder Wizard.
In addition, with the effects of the Strengthened Magical Power while equipped with a staff Skill, the power of her spells has increased. (It is a Skill that increases not only her offensive power, but also the healing power of her healing spells and the duration and such of her enchantments.)
Also, this Rank increase had nothing to do with Garess’s intentions.