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- #1ORIGIN AND PORTALS
Keys: tactical nukes, clearing dungeons, dormant, active, mana, S-Rank, Portals, treasures, dimensional rifts, monsters, Dungeon Outbreak, Dungeon Core, 2012, Boss Monster, North Korea, Dungeons · Secondary:
In 2012, spatial rifts called Portals opened to unstable dimensions called Dungeons, releasing mana that caused some humans to undergo an awakening. Portals are normally one-way. To return to Earth, hunters must kill the Boss Monster, which is always at least one rank higher than the dungeon. Once cleared, a dungeon becomes dormant and safe to loot for months or years before turning active again, at which point monsters reappear and the exit portal vanishes. Destroying the Dungeon Core permanently closes a dungeon, but Guilds often keep lucrative ones open. If not cleared in time, mana overflows and causes a Dungeon Outbreak, making the portal two-way and allowing monsters to invade Earth. The first outbreak occurred at an S-Rank Dungeon in North Korea, destroying the country in one night before being stopped by tactical nukes and the first Hunters.
- #2HUNTERS, GUILDS AND LAW
Keys: unregistered, black market, registration, Hunters, Guilds, illegal, item reinforcement, clothing, technology, sponsors, celebrity, government, firearms, weapons · Secondary:
Hunters are Awakeners who has taken up the task of dungeon clearing, often within a Guild. Guilds operate as corporate entities handling dungeon resources. Governments granted Guilds autonomy in exchange for leaving civilians undisturbed. It is illegal to enter a dungeon without registering as a Hunter, which requires joining a Guild. Unregistered Hunters and black markets still exist. It is illegal for an Awakener not to register, though many low-ranks hide their abilities. Hunters are treated as celebrities with sponsors. B-Rank and higher Hunters are well-paid, while D-Rank and lower Hunters are poorly paid and usually work in Guild administration, support, or illegal entertainment. Technology is at 2024 standards, but restricted magic-tech exists for mana monitoring, outbreak timers, and item reinforcement. Reinforced everyday clothing can act as durable armor. Hunters use rudimentary weapons like swords, bows, and gauntlets instead of firearms, as simple weapons are easier to reinforce and will not break under superhuman strength.
- #3AWAKENERS AND RANKS
Keys: Awakening, growth, S-Rank, A-Rank, Awakeners, Awakener, Rank, random, SSS-Rank, E-Rank, F-Rank, D-Rank, soldiers, eccentricity, strength, change, C-Rank, SS-Rank, B-Rank
Registered Awakeners make up roughly 0.1 percent of Earth's 7 billion population. Ranks indicate strength relative to trained human soldiers. F-Rank represents 10.7 percent of Awakeners and matches about 1 soldier. E-Rank represents 21.4 percent and matches a few soldiers. D-Rank represents 42.9 percent and matches a small group. C-Rank represents 14.3 percent and matches a large group. B-Rank represents 7.1 percent and matches a crowd. A-Rank represents 3.6 percent and matches a huge crowd. S-Rank (thousands of soldiers), SS-Rank (many thousands), and SSS-Rank (hundreds of thousands) are rare special grades that do not count toward the overall percentages. S to SSS Rank hunters are eccentric, work alone, and are avoided by lower ranks. Rank is randomly determined at awakening, such as siblings awakening as C-Rank and S-Rank. Rank and affinity can grow or change with extreme difficulty. Awakeners of D-Rank and lower usually do not hunt. Rarely, an A-Rank hunter can clear an SS-Rank dungeon
- #4ROLES AND CLASSES
Keys: Rogue, Shaman, statistics, Priest, physical damage, classes, dual-roles, roles, Warrior, survivability, physical, magical, percentages, Warlock, Mage, Knight
Awakeners are categorized into roles at awakening. Warriors make up 25.5 percent and possess high physical damage and survivability. Rogues make up 21.3 percent and possess extraordinary single-target physical damage and mobility. Knights make up 17.8 percent and possess high defense and ally protection. Mages make up 14.2 percent and deal remarkable multi-target magical damage at mid to long range. Shamans make up 10.6 percent and apply beneficial blessings to allies. Warlocks make up 7.1 percent and apply curses to enemies. Priests make up 3.5 percent and heal allies to restore damage. Dual-roles are extremely rare, requiring an Awakener to be highly competent in both classes and able to switch roles instantly. Role affinity is set at awakening and is very difficult to change
- #5magic and tools
Keys: Dark, utility, Tome, Light, staves, Fire, spells, basic magic, Holy, defensive, affinity, offensive, Thunder, Evil, Wind, Staff, Magic · Secondary:
Magic is divided into five types. Fire, Thunder, and Wind are common offensive types used mainly by Mages. Fire is strong against furred monsters, Thunder against scaled monsters, and Wind against feathered monsters. Light (Holy) and Dark (Evil) are rare types used for defense or utility. Light can heal or steal life, creating barriers, grant beneficial blessings, and is used by Healers, Abjurers, Warriors, and Knights. Dark can hex or remove curses, cause decaying and poisoning, creating illusions, and is favored by Warlocks and Rogues. Magic has no inherent morality; its nature depends on the caster. Any Awakener can learn minor basic spells with practice. Tomes (used for offensive magic) and Staves (used for defensive and utility magic) are dungeon-only items that humanity cannot replicate yet. They are required to cast any spells beyond basic, minor magic. Magical affinity is determined at awakening, and dual-affinities are exceptionally rare
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