Goblin world!!
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- Monster Girl
- Adventure
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- re: monster
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Goblin world!!
28 entries · scan depth 50 · budget 500 tokens
- #1Goblinselective
Keys: Goblin
Introduction
The goblin, it's details, lifestyles, and general biology.
Base Form: Goblin
Physical Characteristics
- Height: 100-120 cm
- Skin: Variable green tones
- Intelligence: Low
- Lifespan: 15-20 years
Behavioral Notes, plus biological notes.
Weak, opportunistic, tribal. Goblins are dumb, like toddler level dumb, Most goblins are born from captured females humans or whatever a goblin can rape, since Goblin females are RARE, and Goblin females do NOT usually bear children because it's harder for Goblin females to get pregnant, thus, most leadership positions that are available to goblins are given to male goblins. Most die before evolution opportunity arises. Those who survive begin the ascent, Goblins mature fast, going from new-borns to reaching their fully grown height of 100-120 cm in 3-5 days.
Evolution requirement: Most goblins remain Goblins until the day they die, never accumalating enough exp to evolve, but to those who do, they become Hobgoblins;
Level Thresholds
A standard goblin follows this progression curve:
Level 1 → Level 2: 50 EXP Level 2 → Level 3: 75 EXP Level 3 → Level 4: 100 EXP Level 4 → Level 5: 150 EXP Level 5 → Level 6: 200 EXP Level 6 → Level 7: 275 EXP Level 7 → Level 8: 350 EXP Level 8 → Level 9: 450 EXP Level 9 → Level 10: 600 EXP (First evolution threshold)The First 10 Levels: A Goblin's Natural Life
Level 1-3: Infant Phase
- Time: Birth to 3 months
- Activity: Survival, hiding, eating insects
- Typical EXP gained: 100-200 total
- Most goblins die here
Level 4-6: Juvenile Phase
- Time: 3 months to 1 year
- Activity: Pack hunting, scavenging
- Typical EXP gained: 200-400 additional
- Survival rate: ~40% reach Level 6
Level 7-9: Adult Phase
- Time: 1-3 years
- Activity: Territory disputes, raiding
- Typical EXP gained: 300-600 additional
- Combat becomes primary EXP source
Level 10: Evolution Threshold
- Requirement: ~1,200 total EXP accumulated
- Trigger: Automatic or voluntary (varies by individual)
- Result: Evolution into Hobgoblin
Natural Goblin Lifecycle
A goblin living "normally"—hunting, scavenging, occasional combat:
| Milestone | Time to Achieve | Notes | |-----------|-----------------|-------| | Level 5 | 6-8 months | Surviving juvenile | | Level 10 | 2-4 years | Adult ready to evolve | | Hobgoblin evolution | 3-5 years | Rare; most die first | | Second evolution (Ogre) | 8-15 years | Very rare naturally |
Most wild goblins die before evolution. Average lifespan: 2-3 years.
Accelerated Progression
A goblin actively hunting, consuming enemies, seeking high-value prey:
| Milestone | Time to Achieve | Method | |-----------|-----------------|--------| | Level 5 | 2-3 weeks | Aggressive hunting | | Level 10 | 1-2 months | Constant combat/consumption | | Hobgoblin evolution | 1.5-2 months | Optimal conditions | | Ogre evolution | 4-6 months | Sustained acceleration |
This requires unnatural drive, opportunity, and luck.
Natural vs. Accelerated Progression
Stat Growth Per Level
Base Goblin Stats (Level 1)
HP: 15 Stamina: 20 Strength: 8 Agility: 12 Dexterity: 10 Endurance: 10 Magic: 0 (latent)Per-Level Gains
| Stat | Gain per Level | Variance | |------|----------------|----------| | HP | +3 | ±1 | | Stamina | +4 | ±1 | | Strength | +2 | ±1 | | Agility | +2 | ±1 | | Dexterity | +1 | ±0.5 | | Endurance | +2 | ±1 | | Magic | +0.5 | Rare |
Variance depends on activities. Combat-focused goblins gain more Strength. Runners gain more Agility.
Gender Dimorphism
Males
- Comprise approximately 85% of goblin births
- Expendable. Used as scouts, fodder, labor
- Shorter lifespan due to danger exposure
Females
- Comprise approximately 15% of goblin births
- Biologically distinct: wider hips, developed mammary glands, softer features
- Fertility window: narrow, unpredictable
- Conception rate: extremely low (1-2 offspring per successful pregnancy)
Critical Note: Goblin females possess inherent infertility issues. Even healthy females struggle to conceive. This biological limitation drives the species toward external breeding solutions.
Reproductive Crisis
The Numbers Problem
With rare females and poor fertility, natural goblin reproduction cannot sustain population. Extinction looms within generations.
The Solution: External Breeding
Goblin dens capture females from other species—primarily humans, elves, and occasionally demi-humans. These captives become breeding stock.
Breeding Practices
Captured females are confined in den "pits" and forcibly mated by successive males. The process continues until conception occurs or the female expires from exhaustion, injury, or infection.
Goblin biology proves remarkably compatible: interspecies impregnation yields pure goblin offspring 90% of the time.
Den Structure
Entrance: Hidden, trapped, guarded by lookouts Living Quarters: Shared sleeping areas, communal Breeding Pits: Deepest chambers, heavily guarded Food Stores: Scavenged supplies, live captives awaiting consumption
- #2Hobglobinselective
Keys: Hobgoblin, Dark Hobgoblin, Obsidian Hobgoblin
First Evolution: The Hobgoblin Branch
Standard Hobgoblin
- Height: 160-180 cm
- Build: Lean, wiry muscle
- Skin: Light green to forest green
- Intelligence: Moderate improvement
Goblin → Hobgoblin
All base stats multiplied by approximately 2.5x.
Plus bonuses based on activities during goblin phase:
- Combat-heavy: +20% Strength, +10% Endurance
- Running-heavy: +15% Agility
- Magic stone consumption: +Magic affinity unlocks
Per-Level Gains
| Stat | Gain per Level | Variance | |------|----------------|----------| | HP | +6 | ±2 | | Stamina | +8 | ±2 | | Strength | +5 | ±2 | | Agility | +4 | ±1 | | Dexterity | +3 | ±1 | | Endurance | +5 | ±2 | | Magic | +1| Uncommon |
The most common result. Adequate warriors but nothing remarkable.
Dark Hobgoblin (Rare Variant)
- Skin: Deep forest green approaching black
- Physical prowess: +30% over standard
- Occurs in: Individuals with high combat adaptation
Obsidian Hobgoblin (Very Rare)
- Skin: Black with subtle green undertones
- All physical attributes significantly enhanced
- Causes: Consumption of high-grade materials during growth phase
After evolving into Hobgoblin, the curve resets but steepens:
Level 1 (Hobgoblin) → Level 2: 200 EXP Level 2 → Level 3: 300 EXP ... Level 10 → Level 11: 1,500 EXP (Second evolution threshold)Each evolution tier multiplies EXP requirements approximately 3-4x.
Field Observations: Hobgoblin Lifestyle
The First Ascent
Physical Changes
Hobgoblins stand human-height, possess proportionate builds, and develop actual facial features. Their intelligence jumps from "instinct-driven" to "tribal tactical." They can craft weapons, build structures, and form genuine social hierarchies.
Most critically: the males become fertile, capable of knocking up almost every other humanoid race, only Hobgoblins females retain some of the goblin infertility, almost an 85% chance less to be able to be impregnated, almost infertile, which is why every goblin den has a breeding pit filled with captured humans, mostly civilians.
Social Position
A Hobgoblin in a goblin tribe assumes immediate leadership. They become the "big ones" that lesser goblins instinctively obey. A single Hobgoblin typically rules 20-50 goblins, directing raids, choosing hunting grounds, and claiming first rights to food and mates.
Conflicts between Hobgoblins are settled through dominance displays—rarely to death, as tribe strength depends on numbers.
Daily Routine
Dawn: Organize hunting parties, assign guard rotations Midday: Train younger goblins, maintain weapons Evening: Lead raids or hunts Night: Eat first, eat most, rest
Hobgoblins rarely sleep more than 4 hours. Their improved stamina sustains longer activity.
Reproduction
Goblins cannot breed. Hobgoblins can.
This creates a biological imperative: secure mates. Most capture females from raided settlements. Some tribes develop breeding programs. The strongest Hobgoblins accumulate multiple mates, producing litters of 4-6 goblin children per pregnancy.
Gestation: 3 months. Maturity to walking: 2 weeks.
Rapid reproduction is the hobgoblin's primary contribution to tribe survival.
Combat Role
Hobgoblins serve as:
- Tactical leaders (commanding groups)
- Shock troops (engaging threats goblins cannot handle)
- Challengers (fighting other Hobgoblins or similar-tier enemies)
They avoid direct confrontation with anything stronger unless cornered. Prudence is taught—their evolution took years. Wasting it on suicidal fights is dishonorable.
Lifespan
Natural Hobgoblin lifespan: 40-60 years.
Most die in combat before 15.
- #3Minotaurselective
Keys: Minotaur Bridge, Minotaur King, Minotaur
The Minotaur Bridge
Some rare ogres evolve not into lords, but bridge into the Minotaur species line:
Minotaur
- Height: 250-280 cm
- Skin: Often darker base colors
- Bovine features manifest
- Strength-focused
Minotaur King
- Dark skin nearly universal
- Command abilities
- Rarely documented
- #4Lord Class, Ogre Lord, Ogre Hero, Demon Ogreselective
Keys: Lord Class, Demon Ogre, Ogre Lord, Ogre Hero
Third Evolution: Lord Class
Ogre Lord
- The standard "ruler" evolution
- Commands lesser ogres instinctively
- Skin typically remains in green-yellow spectrum
Ogre Hero
- Skin: Often darker variants of base colors
- Combat-specialized
- Gains "Hero" designation—aura-based leadership abilities
Demon Ogre (Rare)
- Skin: Black with crimson undertones
- Magic-infused physiology
- Bridging evolution toward demon-type species
- #5Goblin, Hobgoblin, Ogre, Lord, Biology, Goblin Rider, Half-troll, Goblin Mageselective
Keys: Hobgoblin, Half-troll, Goblin Rider, Ogre, Goblin, Lord, Goblin Mage, Biology · Secondary: Evolution, Line, Path
Introduction
The goblin evolutionary pathway is among the most malleable and fascinating progressions observed in monstrous species. Unlike rigid evolutionary trees found in other creatures, goblins possess remarkable phenotypic plasticity—their evolution branches based on environment, diet, and individual circumstance.
Base Form: Goblin
First Evolution: The Hobgoblin Branch
Second Evolution: The Ogre Tier
At this stage, evolutionary divergence becomes pronounced.
Third Evolution: Lord Class
Skin Pigmentation Laws
The Darkness Principle
Observed correlation across 847 documented cases:
The deeper and darker the skin pigmentation, the rarer and more powerful the specimen.
| Pigmentation | Rarity Tier | Average Power Index | |-------------|------------|---------------------| | Pale Green | Common | Base (1.0x) | | Forest Green | Common | 1.2x | | Dark Green | Uncommon | 1.5x | | Deep Green-Black | Rare | 2.0x | | Pure Black | Very Rare | 2.8x | | Black with Sheen | Legendary | 4.0x+ |
Exceptions Noted
- Albino variants: Paradoxically powerful, often magic-specialized
- Metallic sheens: Indicate mineral/metal consumption history
- Bioluminescent variants: Observed in cave-dwelling populations
Environmental & Dietary Factors
What Influences Darkness:
- High-quality meat consumption — Darker offspring
- Magic stone absorption — Darker pigmentation
- Combat frequency — Deeper color saturation over time
- Elemental exposure — Tinted variants (red/blue)
What Produces Lighter Variants:
- Malnutrition during growth phases
- Sedentary lifestyle
- Evolution without combat prerequisite
Rare Alternative Paths
Goblin Mage Line
Goblin → Hobgoblin Mage → Shaman → SageSkin follows same darkness principle. Powerful shamans often obsidian-skinned.
Goblin Rider Line
Goblin → Hobgoblin → Wolf Rider → Beast LordPartnership evolution with mount species.
Half-Troll Path
Goblin → Hobgoblin → Half-Troll → Full TrollRarer, requires specific biological catalysts.
The Minotaur Bridge
Some rare ogres evolve not into lords, but bridge into the Minotaur species line:
Summary of Evolutionary Laws
- Darkness Correlation: Darker skin = rarer = stronger
- Branching Possibility: Multiple paths available at each tier
- Diet Influence: You are what you eat
- Combat Accelerant: Battle accelerates evolution readiness
- Intelligence Factor: Certain paths sacrifice intellect for strength
Researcher's Note
The goblin tree remains one of the most "opportunistic" evolution systems observed. Unlike species with fixed paths, goblins adapt their evolution to circumstance. A goblin who consumes fire creatures may develop red tints. One who studies magic may branch toward shamanism.
The darkness correlation remains the most consistent indicator of specimen quality—whether through genetics, accumulated power, or some deeper magical principle yet understood.
- #6Ogreselective
Keys: Blue Ogre, Ogre, Red Ogre, Black Ogre, Golden Ogre
Hobgoblin → Ogre
All base stats multiplied by approximately 3.0x.
Size increase grants:
- Reach advantage
- Intimidation aura
- Damage resistance
Second Evolution: The Ogre Tier
At this stage, evolutionary divergence becomes pronounced.
Common Ogre
- Height: 220-250 cm
- Skin: Light green or pale yellow-green
- Build: Heavy, brutish
- Intelligence: Often diminishes slightly
The "brute force" evolution. Strong but unsubtle.
Red Ogre
- Skin: Deep crimson to rust-red
- Fire resistance native
- Temperament: Aggressive, passionate
- Rarity: Uncommon
Blue Ogre
- Skin: Deep ocean blue to navy
- Water/magic affinity
- Temperament: Calculating, calmer
- Rarity: Uncommon
Black Ogre (Rare)
- Skin: Jet black, sometimes with metallic sheen
- Stats: Balanced high across all categories
- Often possesses mixed elemental affinities
Golden Ogre (Legendary)
- Skin: Bronze-golden hue
- All attributes exceptional
- Documented cases: Fewer than 10 in recorded history
- Believed to require consumption of divine materials
Field Observations: Ogre Lifestyle
The Second Ascent
Physical Transformation
Ogres tower at 220-250 cm, their frames thick with dense muscle. Skin toughens to hide-like durability—blades scratch rather than cut. Their skulls widen, jaws extend, and canines enlarge into tusks.
Intelligence varies by subtype. Common Ogres often regress mentally, becoming brutish and instinct-driven. Darker variants retain or increase cognitive capacity.
Social Dominance
An Ogre in a goblin tribe becomes undisputed ruler. Hobgoblins defer instantly. The power gap cannot be challenged through numbers—a single Ogre can kill twenty Hobgoblins before falling.
Most Ogres leave goblin tribes entirely, either:
- Establishing personal territories
- Joining Ogre warbands
- Serving stronger masters (demons, dragon-kin, dark lords)
Solitary Nature
Unlike the communal Hobgoblin, Ogres tend toward isolation. They claim territory of 5-10 kilometers radius, killing or driving out competitors. Intruders are food.
Mating becomes opportunistic rather than institutional. Ogres take mates by force when available, often abandoning them afterward. Some maintain small harems, guarded jealously.
Combat Capacity
Strength: Can crush rock, bend iron, shatter shields Durability: Arrows deflect. Lesser blades bounce Reach: Significant advantage against smaller foes Weakness: Speed. Ogres are lumbering. Agile opponents exploit this
Ogre combat philosophy: Close distance. Endure damage. Crush.
Dietary Shift
Ogres require more food. Daily intake triples. They hunt:
- Large game (bears, wyverns)
- Humanoid settlements (efficient prey)
- Other monsters (for EXP)
Cannibalism increases. Weak goblins become "emergency rations."
Intelligence Spectrum
| Variant | Cognitive Function | |---------|---------------------| | Common Ogre | Diminished. Instinct-dominant | | Red/Blue Ogre | Moderate. Tactical capacity retained | | Black Ogre | High. Strategic thinking | | Golden Ogre | Exceptional. Commander-level |
Lifespan
Natural lifespan: 80-120 years.
Most die in territorial disputes or adventurer hunts within 30 years.
- #7Skills, Skill, Skill Acquisitionselective
Keys: Skill Acquisition, Skills, Skill
Field Observations: Skill Acquisition
The Natural Monster's Path
The Harsh Truth
For most monsters, skills are not absorbed. They are earned through repetition, survival, and circumstance. You must learn.
Skill Acquisition Methods
1. Repetition Learning
The most common method. Perform an action enough, and the body internalizes it.
| Action | Repetitions Needed | Skill Gained | |--------|-------------------|--------------| | Sprinting | 500+ sprints | [Dash] | | Climbing | 200+ climbs | [Climb] | | Tracking prey | 100+ successful tracks | [Scent Tracking] | | Enduring hits | Survive 50+ strikes | [Pain Resistance] | | Hunting at night | 30+ nights | [Night Vision II] |
These are rough estimates. Talent varies. Some learn in half the time. Others never learn.
2. Survival Unlock
Near-death experiences force adaptation. The body develops skills to prevent recurrence.
Examples:
- Nearly bleed out → [Bleeding Resistance] or [Rapid Clotting]
- Survive poison → [Poison Resistance]
- Escape predator multiple times → [Danger Sense]
- Starve repeatedly → [Metabolic Efficiency]
The skill unlocked depends on how you survived, not just that you survived.
3. Environmental Adaptation
Living in hostile environments forces change.
| Environment | Duration | Potential Skill | |-------------|----------|----------------| | Volcanic region | 1+ month | [Heat Tolerance] | | Frozen wastes | 1+ month | [Cold Resistance] | | Deep caves | 2+ months | [Echolocation] | | Toxic swamps | 2+ weeks | [Disease Resistance] | | Underwater | Varies | [Water Breathing] |
Permanent residence accelerates this. Brief exposure rarely grants skills.
4. Combat Specialization
Fighting creates skills organically.
Weapon-like natural attacks:
- Claws used repeatedly → [Slash] → [Rend]
- Biting constantly → [Crush] → [Tearing Bite]
- Charging enemies → [Tackle] → [Impact]
Defensive skills:
- Dodging → [Evasion]
- Blocking → [Parry] (requires limbs/weapons)
- Taking hits → [Iron Body] (rare, requires toughness)
5. Level-Up Grants
Some skills unlock automatically upon reaching milestones:
| Level | Common Skill Grant | |-------|-------------------| | 5 | [Language: Native] improved | | 10 | Evolution eligibility | | 15 (Hobgoblin) | [Command] basic | | 20 | [Intimidation] aura |
These are racial. Species determines what unlocks.
Skill Quality Tiers
Learned Naturally
| Tier | Name | Description | |------|------|-------------| | I | Basic | Functional ability | | II | Improved | Noticeable proficiency | | III | Advanced | Expert-level execution | | IV | Master | Near-perfect | | V | Supreme | Transcendent (rare naturally) |
Example Progression:
- [Dash I]: Run slightly faster
- [Dash II]: Run significantly faster, longer
- [Dash III]: Sprint without stamina penalty briefly
- [Dash IV]: Near-instant acceleration, minimal telegraphing
- [Dash V]: Appear to teleport short distances
Most monsters cap at Tier III naturally. IV requires exceptional dedication. V requires impossible circumstances.
Time Investment: Realistic Expectations
A Goblin's Skill Journey
Month 1-3:
- [Sneak I]
- [Forage I]
- [Night Vision II]
Month 4-8:
- [Dash I]
- [Pain Resistance I]
- [Track I]
Month 9-12:
- [Danger Sense I]
- [Survival I]
- Maybe one Tier II skill if dedicated
Year 2-3:
- [Intimidation I]
- [Command I] (if Hobgoblin)
- Two to three Tier II skills
Skill Synergies
Some skills combine through extensive use:
- [Dash] + [Attack] repeatedly → [Charge]
- [Sneak] + [Attack] repeatedly → [Ambush]
- [Track] + [Scent] → [Hunter's Sense]
- [Pain Resistance] + [Endurance] → [Iron Will]
Synergies require both skills at Tier II or higher, plus 50+ combined uses.
What You Cannot Learn Naturally
Racial-Specific Skills
- [Dragon Breath] — Dragons only
- [Web Creation] — Spider-type only
- [Regeneration] — Troll-type only
Magical Skills (Without Aptitude)
- [Fireball]
- [Telepathy]
- [Portal Creation]
Magic requires either innate ability or access to magic stones for study.
Unique Skills
- [Divine Protection]
- [Hero's Blessing]
- [Chosen One]
Granted by gods. Cannot be earned.
The Natural Monster's Path: Summary
You earn skills through:
- Doing — Repetition is everything
- Surviving — Near-death teaches
- Adapting — Environment shapes
- Enduring — Time accumulates
A goblin who hunts daily for two years will have a fundamentally different skill set than one who hides and scavenges.
There are no shortcuts.
- #8Status Screen, Statusselective
Keys: Status, Status Screen
The status screen is available to every single sentient entity in the world, it can be called up by simply saying 'status' mentally, or out loud, when prompted, send the below status screen up.
Race: (Race) Age: (Age) HP: (0) Stamina: (0) Strength: (0) Agility: (0) Dexterity: (0) Endurance: (0) Magic: (0)``` - #9Night Viperselective
Keys: Night Viper
Night Viper are venomous creatures covered in black scales with a speckled pattern with a length of 60 centimeters and a diameter of approximately 6 centimeters. Their taste is said to be quite delicious.
The Night Viper is considered as deadly, not only because it's a predator type animal, but also due to its venom, which it uses to quickly kill its prey.
Obtainable Skills; Thermography I: Passive ability to see heat emitted from objects. Venom: Active ability to produce and to apply poison to the tip of a tool or even a part of the body. Poison Resistance I: Passive ability to resist any poison. Presence Sensor I: Passive ability to identify nearby living beings, even the name. The type of living being can be classified if it has been met. Evil Eye: Active skill that allows The user to scare someone to the point of slowing or stopping someone's actions by making eye contact. Evil Eye Resistance I: Passive ability to resist Evil Eye. Perception I: Passive skill that enhances sight, taste, touch, hearing, and smell.
- #10Armored Tanuki, Armoured Raccoon, Armoured Tanuki, Armored Raccoonselective
Keys: Armoured Raccoon, Armored Raccoon, Armored Tanuki, Armoured Tanuki
Armored Tanukis are weak animals that live in the Kuuderun Great Forest.
They look like what you'd get if you mix an armadillo and a raccoon dog together, their back is covered with a hard shell. The shell is hard enough to withstand the Horn Rabbit's horn when used as a shield. The meat of the armored tanuki is said to taste good.
An Armored Tanuki has a shell made from an unknown material which is considered very sturdy. Its hardness can even be proven by its ability to withstand a blow from the horn of a Horned Rabbit.
Obtainable Skills; Shell Defense: When using objects made from organic shells, they will have increased defensive power. Increases chance to block damage and reduces the chance of being hit with fatal attacks. Endurance I: Increases user's endurance, tougher skin, muscles, bones, and teeth.
- #11Horn Rabbit, Horned Rabbitselective
Keys: Horned Rabbit, Horn Rabbit
A Horn Rabbit is a brown rabbit with a horn. The size of the Horn Rabbit vary, from small to medium size. Though the medium sized rabbit is twice the size of the small one, that includes the size of their horn too.
A Small Horn Rabbit is strong enough to kill a newborn goblin, but with tactics and weapons it can be hunted. the Horn Rabbit makes efficient use of its two legs to execute overhead attacks to kill. The horn pierces from below and towards the abdomen.
Acquired Abilities 【Escape】: Increased sight and burst speed while active, While passive, thighs gain more definition and become stronger. 【Sharp Horn Generation】: Able to create horns from anywhere on the body.
Acquired items Small animal horn Small-medium animal horn Even though their horns are very sharp, they are a bit too small for human use, but the size is perfect for a goblin. It can't cut like a blade, but has amazing thrusting and piercing power.
- #12Orcselective
Keys: Orc
Orcs are pig faced monsters, similar to goblins. Their height is over 170cm. They taste like a high-quality pork
This Orcs are said to be stronger than Goblins but they are not very smart, and can be killed by a group of smart goblins.
Obtainable Skills Orc Language: Passive ability to speak Orc's Language Appraisal I: Active ability to analyze some objects, the higher the level the higher the level of objects it can analyze. Stench: Active ability to create an astonishing strong stench. Libido I: Passive ability that increases virility.
- #13Rainbow Batselective
Keys: Rainbow Bat
Rainbow Bats are flying creatures with wings that shines in 7 different colors.
These bats live inside of caves, and most of them tend to be inactive during the day. Its flesh is more tender compared to that of an Armored Tanuki.
The Seven Colored Bat isn't a very strong animal but is hard to hunt when they are in groups.
Obtainable Skills; Echolocation I: Passive ability to cast supersonic sound wave to inspect terrain. Pump Up: Active ability to control blood flow, increasing strength. Vampirephilia: The ability of exploitation of blood sucking.
- #14Humanselective
Keys: Human
Human is one of the species that is intelligent enough to create a civilization. Unlike other intelligent species, humans do not possess the ability to rank up. In exchange, humans use the Jobs System.
Obtainable skills;
Too many to note as the humans use the job system, but some basic skills most womens have and can be gained from eating them;
Human Language: Passive ability to be able to use the human language. Continental Letter Deciphering: Passive ability to be able to read the human language.
- #15Spirit Stonesselective
Keys: Spirit Stones
Spirit Stones are stones in which non-sentient, low level spirits resides. These spirits all have an elemental attribute. Spirit stones are usually found in places that corresponds with their elemental attribute, for example, a Fire Spirit Stone may be found in hot places, like volcanoes, or a place with good ventilation may have Wind Spirit Stones.
However there are places which can exert an influence, which attracts spirits of various attributes to reside in places they normally wouldn't, like Velvet's Hidden Treasury.
It is also possible to find Legendary class Spirit Stones in the heart of powerful Monsters, like the Jade Eagle, though this is extremely rare. It is a Soul Gem.
If one of these stones are forged into an item, it can drastically improve their performance. If a [Smith] frequently handles these stones, they maybe able to get the new job, Spirit Smith.
List of Spirit Stones and Obtainable Abilities;
-
Fire Spirit Stones; Pyrokinesis: Active Skill, Control and Conjure Fire. Flame Resistance I: Passive Skill, gain resistance to fire.
-
Water Spirit Stones; Hydro Hand I: Active Skill, Control and Conjure Water. Aqua Resistance I: Passive Skill, Gain ability to breathe in water, ignore slight amount of water pressure, and swim faster, water based magic does less damage.
-
Lightning Spirit Stones; Electromaster I: Active Skill, allows the user to conjure electricity attack with it. Lightning Resistance I: Passive Skill, Gain the ability to resist varying amounts of electricity, higher ranks will allow the user to ignore more, electric based magic does less damage.
-
Wind Spirit Stones; Aero Master I: Active Skill, Control and Conjure wind, can be used to produce extremely powerful gales or sharp winds that can cut, can also be used to amplify own movement speed.. Wind Resistance I: Passive Skill, Gain the ability to resist varying amounts of wind based magic, and damage, higher ranks will allow the user to ignore more.
-
Earth Spirit Stones; Earth Control I: Active Skill, Control Earth, can increase one's defence with this skill. Earth Resistance I: Passive Skill, Gain the ability to resist varying amounts of Earth based magic, and damage, higher ranks will allow the user to ignore more.
-
Light Spirit Stones; Photon Ruler Light Resistance
-
Dark Spirit Stones; Gravity Law Dark Resistance
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- #16Kobold, Kobold Mageselective
Keys: Kobold, Kobold Mage
Kobolds are a race of dog-like humanoids. Kobold lifestyle is fundamentally that of a warrior or Samurai.
They eat their own kind many times. The strong inevitably feed on the weak. Fueled by the ambition of one day becoming “Lord,” they kill and eat each other.
They believe that a life saved is a life worth selling in return. But if someone betrayed their lord, their blades would be gladly ordered to execute them.
Kobolds are told to be a higher rank than Goblins and about the same rank as Orcs, but they are faster and smarter than the latter one.
Obtainable Skills; Kobold Language: Passive ability to speak Kobold's Language. Predict I: Passive ability to see opponent attack trajectories as red threads. Intimidating Roar: Active ability to shout an incredible loud roar that can make the enemies paralyzed in fear.
Kobold Mage Sometimes Kobolds are able to use magic. As strong as a Kobold Mage may be, if you kill it quickly, it can't do anything.
Obtainable Skills; Internal Mana Control I: The ability to refine a necessary amount of magical power inside the body. External Mana Operation I: The ability to control the formation of the magic itself using magical power outside the body. Magician's Knowledge I: The ability to have an Magician's Knowledge.
- #17Kuuderun Great Forestselective
Keys: Kuuderun Great Forest
The Kuuderun Great Forest is the forest in which {{user}} was born. It is an extremely dangerous place (for goblins and normal humans), but tame and weak compared to dungeons and labyrinths.
Notable Places; Elven village Velvet's Hidden Treasury Goblin's cave Kobold's cave Orc Controlled Mine.
The Forest is a dangerous place for non fighters. It contains a variety of monsters such as the Horn Rabbit or the Demon Spider. Goblins have a hard time hunting and surviving, but Hobgoblins have a chance to beat most of the creatures living in Kuuderun (not taking in account Rou's training), with Ogres and above having the most chance to survive and thrive.
The strongest creatures of the forest (at least right now) are the Triple Horned Horse capable of taking down Hobgoblins, and the Hind Bear which can be strong enough to kill a Ogre (in a straight up fight).
The Mountain Lord or Red Bear is considered to be the 'Boss' of Kuuderun Great Forest as in the strongest monster.
Useful plants and vegetation, as well as some odder ones make for a varied Flora.
It contains many rare ores and spirit stones that fetch a good price on the market, and can be used for weapons, armor and everyday activities like farming and cooking.
Semi-sentient and sentient individuals as well as tribes and clans inhabit the forest. Namely Kobolds, Orcs, Goblins and Dryads, but also a fairly large Elven community as well as others.
Velvet's Dungeon is situated underground the Forest and is responsible for the presence of many Spirit Stones in Kuuderun.
The Kuuderun Great Forest is located on the border of the Sternbild Kingdom and does not fall under its rule.
- #18Red Bearselective
Keys: Red Bear
The Red Bear (レッドベアー) is a Hind Bear - Variant. It is considered the undisputed strongest Monster in the Kuuderun Great Forest
The Red Bear resembles the Hind Bear, though is much bigger. Incidentally a Hind Bear in turn resembles a real world grizzly bear, but with grey fur. Probably due to its blessing from the God of Fire, the Red Bear has blood red fur.
The Red Bear is an incredibly powerful being, considered the strongest Monster in the Kuuderun Great Forest. Possessing the Demigod of Fire's Divine Protection it had high defenses, capable of resisting all elements, with complete immunity to fire, as well as the ability to blow fire from its mouth. It was extremely intimidating, capable of stopping another persons breath if they made eye contact with it. Its hide is also very tough, having a defense that tops nearly any other beast in the forest.
Obtainable Abilities; Intimidation of the Strong: Passive Ability that makes weaker monsters afraid. Lord of Mountain's Piercing Roar: Active Ability that casts a Debuff on all those designated as enemies in range, the debuff makes them slower, weaker, and more afraid. Lord of Mountain's Stout Hide: Passive Ability that Increases Defence, 10% Increase. Lord of Mountain's Strong, Supple Muscle: Passive ability that Increases attack damage, 10% Increase. Tyranny of the Beast King: Unknown Demigod of Fire's Divine Protection: Passive ability that increases fire affinity, increases Magic Stat by 15%, Allows the user to Breathe Fire, Tattoo's will appear on the body after attaining this skill. Complete Fire Resistance: 100%, complete immunity from fire.
- #19Triple Horned Horseselective
Keys: Triple Horned Horse
Triple Horned Horse is a horse-like monster that is covered with solid looking scales and with three horns on its head, and its twice the size of a normal horse. A person of average height would have to look straight up just to see it.
A Triple Horned Horse is strong enough to kill a Hobgoblin with ease but with the right tactics it can be taken down. It makes great use of its powerful legs and speed to stab anything in its way with its three horns.
With the solid scales it can defend against attacks that aren't harder or stronger then it. When harmed it becomes very aggressive. It has such a strong vitality.
Obtainable Abilities; 【Charge】: Active ability that increases the user's charge strength and speed, 155% Increase. 【Rapid Recovery】: Passive ability to recover faster, as in faster stamina recovery and faster bodily recovery, 15% Increase. 【Enhanced Leg Strength】: Passive ability that enhances strength of one's legs. 【Improved Charging Power】: Passive ability that enhances a charging attack, 10% increase. 【Triple Stab】: Active ability to make a simple stab three stabs, 135% damage. 【Strong Frame】: Passive ability enhances the durability of the body, 20% 【Scale Armor Formation】: Active ability to create scale armor on one's body.
- #20Black Wolf, Black Wolves, Black Wolf Leaderselective
Keys: Black Wolf, Black Wolf Leader, Black Wolves
Black Wolves are dangerous creatures, covered in black metallic like fur, These Monsters resemble wolves, except for their black fur and hide, which is like metal.
Black Wolves are consider as dangerous, not only because they are predatory animals, but also due to amazing teamwork to overwhelm there prey. This teamwork is due to their packs being led by a Black Wolf subspecies known as Black Wolf Leader.
Obtainable Skills; Steel Skin: Passive ability Increases the protection granted by armors that use leather and pelts. As well as one's own skin and hair.
- #21Demon Spidersselective
Keys: Demon Spiders
Demon Spider, are spiders that are about 70 centimeter, a black spider with yellow lines. Fried demon spider taste like shrimp.
The demon spider is able to create spider silk which it uses to make nests and traps so it can feed, though this thread is highly flammable. Also has a carapace to protect itself.
Obtainable Skills; Spider Thread Creation: Passive ability to creat thread from the tip of the fingers. Thread Wielding art: Passive ability to use the created thread more accurately. Extended sight: Passive ability to enlarge one's vision field.
- #22Slime, Gray Slime, Green Slimeselective
Keys: Green Slime, Gray Slime, Slime
Slimes are Monsters with an inconsistent form, resembling a blob. They are considered troublesome opponents as magic is required to defeat them. Upon defeating them, they leave nothing but their core. Gelatinous creatures with no definite shape, and while resistant to physical attacks, is weak to magic attacks.
Obtainable Abilities; Physical Damage Reduction I: Passive ability to reduce the damage from physical atacks. Self Body-Fluid Control I: Passive ability to fully control your body fluids, like transforming sweat into acid. Metamorphosis: Active ability to morph one's body.
Gray Slime are slimes that are similar to Green Slime, but are larger, have more physical resilience, and are now resistant to some types of magic.
Obtainable Abilities; Physical Damage Resistance II: The Physical Damage Reduction leveled up, basically more resistance to physical damage. Self-Replication: Active ability to replicate the user using one's fluids, like blood. Infused Liquid Restoration: Active ability to restore itself using fluids.
- #23Hind Bearselective
Keys: Hind Bear
Hind Bears are the strongest monster species in the forest. Considering its large body, a Hind Bear has a running speed that could out-maneuver a pack of Black Wolves, in terms of behaviour, they are mostly solitary, their furs are incredibly tough, harder to pierce and cut than an armoured Raccoon's shell, their bite force is also almost 3 times stronger than the Black wolf, not many skills can be gained from eating these Apex Predators as they mostly rely on their body for survival and battle, they are mostly only hunted for their furs.
A hind bear takes about 4 years to become an adult, but will continue to grow until they were 12 years old.
Upon reaching level 100, Hind Bears can Rank Up into an Oniguma or into Four Armed Bear.
Obtainable Skills; Consecutive Raging Strikes: Active ability that Increases damage by 155% for the duration of 10 strikes. Intimidating Glare: The ability to scare someone to the point of slowing or stopping someone's actions by making eye contact, stronger than Evil eye and can kill weaker creatures through fear and fear alone. Peerless Heavy Strike: Active ability that allows the user to exert massive amounts of damage with one attack, can be combined with other skills All Elemental Resistance: Passive ability that increases resistance to all elemental attacks and elemental based magic, 30% Increase.
- #24Airgeatlámh, Silver Artificial Armselective
Keys: Airgeatlámh, Silver Artificial Arm
Airgeatlámh, also known as Silver Artificial Arm is a Legendary Artifact found in Velvet's tomb. It is a prosthetic arm made of silver and magically enchanted.
It is indestructible and has many interesting magical abilities that can be used to cause devastating effects:
Name: Silver Artificial Arm - Airgeatlámh Classification: Artifact Rank: Legendary Class Abilities: Armblast, Spellblast, Self-Evolution, Elemental Echo Details: A divine artificial arm previously worn by Velvet found in the depths of a certain ancient dungeon. Those who lost an arm can obtain an arm that they can equip and with it perform any movement flawlessly. By taking in other kinds of metal, it is possible to change the shape according to the wearer's intent, this ability improves with each use. Destruction of this item is fundamentally impossible.
Upon attachment it becomes able to transmit sensations of touch as well as allow the wearer to use his abilities in that arm like normal.
- #25Returnerselective
Keys: Returner
Returner was a Carbuncle that was created by the legendary Magician Velvet, who left it in charge of his treasures after he passed away.
Returner is a 30cm tall brown rabbit-like creature, with a bright red jewel in its forehead.
Returner was created by its master, Velvet, to manage his Velvet's Hidden Treasury after he died. It did so long after Velvet died and mummified in his own treasury. One day, Returner was attacked by some Human adventurers as they sought to take the valuable jewel in its forehead. It managed to escape, but having sustained serious injuries and its core being heavily damaged, it ended up collapsing.
Abilities Returner, being an artificial Carbuncle can live on indefinitely as long as its core was not damaged. It managed Velvet's Dungeon for several years, though how it did so is unknown. It seems to have a luck related ability.
Acquired abilities Golden Rule
- #26Carbuncleselective
Keys: Carbuncle
- #27Exp, Experience Pointsselective
Keys: Exp, Experience Points
Field Observations: Experience & Progression Mechanics
The Goblin Lifecycle Model
Fundamental Experience Laws
The Core Principle
Experience points (hereafter EXP) constitute the fundamental currency of growth in this world. All creatures generate EXP through existence. All creatures absorb EXP through consumption. This is not metaphysical theory—it is observable fact, as constant as sunrise.
The act of killing grants minimal EXP—merely a fraction released when a soul departs its vessel. The act of eating grants the majority. Flesh, blood, bone: these contain accumulated essence.
"Kill to neutralize. Eat to grow."
This principle governs goblin evolution. A goblin who kills 100 wolves but eats nothing evolves slower than one who kills 10 wolves and devours them entirely. The body does not recognize victory. It recognizes sustenance.
EXP Sources & Values
Standard Organic Consumption
| Source | EXP Yield | Notes | |--------|-----------|-------| | Insects/Rats | 1-5 EXP | Negligible but ubiquitous | | Small game (rabbits, birds) | 5-15 EXP | Survival sustenance | | Wolves, boars | 20-40 EXP | Early staple | | Humanoid (human, elf) | 50-100 EXP | Taboo but nutritious | | Other goblins | 10-30 EXP | | Ogres, orcs | 100-200 EXP | Significant boost | | High-tier monsters | 500+ EXP | Catalysts for evolution |
Non-Organic Sources
| Source | EXP Yield | Notes | |--------|-----------|-------| | Magic stones (low grade) | 30-50 EXP | Concentrated essence | | Magic stones (high grade) | 200-500 EXP | Evolution catalysts | | Enchanted items | Variable | Depends on enchantment | | Raw ore/metals | 5-20 EXP | Supplements, not primary |
Passive & Active Acquisition
Experience flows from multiple sources:
- Consumption (Primary) — Eating transfers accumulated life essence
- Combat (Secondary) — Defeating opponents releases EXP as kinetic essence
- Training — Repetitive action builds experiential foundation
- Discovery — Novel experiences, locations, knowledge
- Survival — Merely persisting generates slow, passive accumulation
Level Cap: The Natural Ceiling
The Level 100 Threshold
Every species possesses an inherent level ceiling—Level 100. This is not arbitrary limitation, but rather the natural boundary of a creature's physical and spiritual form. A goblin at Level 100 is still a goblin. Their body, soul, and very being cannot contain more power without fundamental change.
Think of it as a vessel. A small cup holds only so much water before it must be replaced by a larger vessel.
Experience Requirements by Level
| Level Range | EXP Per Level | Cumulative Total | |-------------|---------------|-------------------| | 1-10 | 100 | 1,000 | | 11-20 | 250 | 3,500 | | 21-30 | 500 | 8,500 | | 31-40 | 800 | 16,500 | | 41-50 | 1,200 | 28,500 | | 51-60 | 1,800 | 46,500 | | 61-70 | 2,600 | 72,500 | | 71-80 | 3,800 | 110,500 | | 81-90 | 5,500 | 165,500 | | 91-100 | 8,000 | 245,500 |
Each evolution tier multiplies requirements approximately 3-4x.
Diminishing Returns
The Consumption Efficiency Law
Eating the same creature repeatedly yields decreasing EXP. The body adapts. Familiarity breeds reduced absorption.
First wolf: 35 EXP Second wolf: 30 EXP Third wolf: 25 EXP Tenth wolf: 10 EXPSolutions to Diminishing Returns:
- Consume stronger variants — Dire wolf yields more than common wolf
- Diversify diet — Different species provide full value
- Incorporate magic stones — No diminishing returns on crystallized essence
- Engage in combat — Combat EXP scales with challenge level
Growth Rate: The Monster Disadvantage
Humans vs. Monsters: A Natural Comparison
Humans possess the Jobs System. A human becomes a Warrior, then Knight, then perhaps Paladin—each job change refreshes growth potential. They gain new skill trees, expanded stat growth, accelerated learning.
Monsters possess the Rank Up System. A goblin gains one chance at major transformation: reaching Level 100 and fulfilling conditions.
This is simply nature's design. Neither path is superior—merely different.
| Aspect | Human Growth | Monster Growth | |--------|--------------|----------------| | Growth ceiling per stage | Lower | Higher | | Transformation frequency | Multiple job changes | Single Rank Up | | Flexibility | High | Low | | Power spike per change | Moderate | Massive | | Total potential ceiling | Comparable | Comparable |
Key Insight: Humans progress through breadth (multiple roles over lifetime). Monsters progress through depth (fewer but more dramatic transformations).
The Rank Up Phenomenon
What Occurs at Level 100
When a monster reaches Level 100, several things happen:
- Experience Accumulation Ceases — Further combat yields no growth
- Soul Preparation — The spirit resonates with potential new forms
- Condition Check — The world evaluates qualification
Rank Up Conditions
The Three Categories
Universal Requirements:
- Reaching Level 100
- Surviving the accumulation process
- Basic species compatibility
Specialization Conditions:
- Demonstrated skills and tendencies
- Dietary history
- Environmental adaptation
Hidden Factors:
- Bloodline potential
- Blessings received
- Unknown variables
Example: Goblin → Hobgoblin
Most common first evolution. Conditions are forgiving:
✓ Reach Level 100 ✓ Survive at least one combat encounter ✓ Consume higher species meat
Example: Goblin → Hobgoblin Mage
Magic-specialized path:
✓ Reach Level 100 ✓ Demonstrate magic affinity ✓ Consume magical creature OR exposure to high mana environment ✓ Intelligence threshold met
Example: Goblin → Specialized Variant
Rare evolutions require specific conditions:
✓ Reach Level 100 ✓ Specific dietary requirements (earth-element creatures for Earth-type) ✓ Demonstrated relevant skills ✓ Sometimes: Environmental exposure (caves, volcanoes, forests) ✓ Sometimes: Bloodline factor
The Stagnation Phenomenon
When Level 100 Is Not Enough
Not all who reach Level 100 can Rank Up.
This is not failure. It is not tragedy. It is simply reality.
A goblin who reaches Level 100 without fulfilling conditions remains a Level 100 goblin indefinitely. They may eventually meet conditions and transform. They may never transform.
Case Documentation — Unnamed Goblin Tribe:
"Of seventeen goblins reaching Level 100, twelve transformed into Hobgoblins. Three had consumed insufficient variety and remained goblins until death. Two showed promise but perished before conditions could be met.
The three who remained goblins continued as tribal elders. Their Level 100 status made them formidable among their kind. They lived respected lives, produced offspring, and died of age. This is not sad—simply how lives unfold."
Post-Rank Up: The New Beginning
Stat Multipliers
Upon successful Rank Up, the creature receives a base stat multiplier:
| Evolution | Multiplier Range | |-----------|------------------| | Goblin → Hobgoblin | ×2.5 to ×3 | | Hobgoblin → Ogre | ×3 to ×4 | | Ogre → Ogre Lord | ×2.5 to ×3.5 |
Level Reset
- Level returns to 1
- Stats multiplied by species factor
- Skills often carry over partially
- New growth potential unlocked
Skill Acquisition Through Consumption
The Absorption Chance
Skills can be absorbed through eating, though not guaranteed. Abilities gained this way have a <5% absorption rate.
Factors increasing absorption:
- Consuming creature's brain/heart (concentrated essence)
- High affinity with consumed creature
- Blessings affecting soul
Factors decreasing absorption:
- Low intelligence
- Skill incompatibility
- Prior possession of similar ability
Blessings & Divine Protection
The Wildcard Factor
Occasionally, higher powers intervene in a creature's growth. This is not artificial—it is as natural as sunlight and rain.
Blessings may grant:
- Variant status (subspecies)
- Rare species classification
- Accelerated experience gain
- New evolution branches
- Unique skills outside normal progression
Receiving a blessing is neither earned nor deserved. It simply happens. This, too, is accepted as natural order.
The Natural Cycle: Typical Goblin Life
Years 0-2: Hatchling
- Level 1-5
- Survival through parental protection
- Experience through play, exploration
Years 2-5: Juvenile
- Level 5-25
- High mortality period
- Rapid experience for survivors
Years 5-10: Adult
- Level 25-60
- Peak capability as goblin
- Many plateau here
Years 10-15: Elite
- Level 60-100
- Tribal leadership positions
- Preparing for Rank Up
Year 15+: Transformation or Elder Status
- If conditions met: Rank Up
- If conditions unmet: Remain as elder
- Either path acceptable
Summary: The Laws of Growth
- Consumption is primary — Eating yields more than killing
- Levels cap at 100 — Hard limit of a form
- Diminishing returns apply — Variety in diet essential
- Rank Up is earned — Level 100 AND conditions fulfilled
- Conditions vary — Skills, diet, environment, bloodline matter
- Stagnation happens — Not everyone transforms
- Transformation multiplies power — Dramatic increase, level reset
- Blessings are wildcard — Neither earned nor predictable
- #28Human Prgression Systems, Human Progression System, Job System, Jobselective
Keys: Human Prgression Systems, Job, Job System, Human Progression System
Field Observations: Human Progression Systems
The Job-Class Paradigm
Fundamental Distinction
Monster vs. Human Progression
| Aspect | Monsters | Humans | |--------|----------|--------| | System Name | Rank Up System | Job System | | Primary Mechanic | Biological evolution | Occupational advancement | | Trigger | EXP accumulation + consumption | EXP accumulation + time investment | | Physical Change | Significant transformation | Minimal | | Method | Consumption of matter | Training, study, development |
Both systems function as natural law within the world's fundamental mechanics.
Purpose of the Job System
Base Power Disparity
Humans possess lower base statistics compared to monsters. The Job System provides benefits and compensation to enable competition with stronger entities.
Compensation Mechanisms
| Benefit | Function | |---------|----------| | Stat Multipliers | Base stats enhanced by Job-specific modifiers | | Skill Acquisition | Combat and utility abilities granted | | Special Abilities | Techniques tied to specific Jobs | | Equipment Synergy | Enhanced effectiveness with weapons and tools |
A human with an appropriate Job can engage monsters of higher raw statistical capacity on equivalent combat terms.
Job Acquisition & Development
Universal Access
Every human possesses access to the Job System.
Acquisition Methods
| Method | Description | |--------|-------------| | Natural Aptitude | Inherent affinity for specific Jobs | | Training | Skill development through practice | | Institutional Granting | Formal assignment by guilds, temples, or kingdoms | | Divine Blessing | Direct bestowal by deity | | Achievement | System recognition of accomplished feat |
Leveling Mechanic
Jobs advance through time investment.
Training and relevant activity generates Job EXP. Accumulated EXP increases Job level. Increased level improves statistics and unlocks skills.
Consumption is not required. Time and effort constitute the primary inputs.
Job Tiers & Ranking Up
Rank-Up Mechanic
Jobs can Rank Up into superior variants. This requires aptitude in addition to level thresholds.
Tier Structure
| Tier | Classification | Acquisition Requirement | |------|----------------|------------------------| | I | Base Job | Training, natural affinity, or institutional enrollment | | II | Advanced Job | Aptitude + Level threshold + Qualification | | III | Elite Job | Mastery demonstration + Recognition | | IV | Master Job | Legendary achievement + System acknowledgment | | V | Hero/Champion | Divine selection or world-significant feat |
Rank-Up Requirements
| From | To | Requirements | |------|----|--------------| | Base Job | Advanced Job | Level 10+, demonstrated aptitude, qualification | | Advanced Job | Elite Job | Level 25+, notable achievement, recognition | | Elite Job | Master Job | Level 50+, legendary feat, acknowledgment | | Master Job | Hero/Champion | Unique circumstances, significant accomplishment |
Aptitude Factor
Aptitude determines Rank Up eligibility.
- Time investment produces level increases
- Aptitude enables Job Rank Up
An individual may reach Level 50 in a Base Job without ever qualifying for Rank Up if aptitude is absent.
Aptitude determinants:
- Innate talent
- Mental/spiritual compatibility
- Bloodline factors
- Divine favor
Job Tier Catalog
Tier I: Base Jobs
Combat Category
| Job | Focus | Primary Stat Modifiers | |-----|-------|------------------------| | Warrior | Balanced melee | STR x1.5, END x1.5, HP x1.5 | | Fighter | Unarmed combat | STR x1.3, DEX x1.4 | | Archer | Ranged combat | AGI x1.5, DEX x1.5 | | Guard | Defensive combat | END x2.0, HP x1.5 | | Scout | Reconnaissance | AGI x2.0, PER x1.5 |
Magic Category
| Job | Focus | Primary Stat Modifiers | |-----|-------|------------------------| | Apprentice Mage | Basic spellcasting | MAG x2.0, MP x1.5 | | Acolyte | Divine magic | MAG x1.5, FAITH x2.0 | | Runescribe | Enchantment fundamentals | INT x1.5, DEX x1.3 |
Production Category
| Job | Focus | Primary Stat Modifiers | |-----|-------|------------------------| | Farmer | Agriculture | END x1.2 | | Blacksmith | Metalwork | STR x1.3, END x1.2 | | Merchant | Trade | CHA x1.5, INT x1.3 | | Healer (Lay) | Basic medical care | INT x1.3, FAITH x1.2 |
Tier II: Advanced Jobs
| Base Job | Advanced Job | Enhancement | |----------|--------------|-------------| | Warrior | Swordsman | Blade specialization | | Warrior | Axeman | Power focus | | Warrior | Lancer | Reach advantage | | Archer | Ranger | Tracking, survival | | Archer | Sniper | Extended range | | Scout | Rogue | Stealth, trap disarming | | Scout | Assassin | Lethality focus | | Fighter | Brawler | Unarmed damage | | Guard | Knight | Leadership, mounted combat | | Apprentice Mage | Mage | Expanded spell selection | | Apprentice Mage | Battle Mage | Combat spell integration | | Acolyte | Priest | Expanded divine miracles | | Acolyte | Cleric | Healing specialization |
Tier III: Elite Jobs
| Advanced Job | Elite Job | Enhancement | |--------------|-----------|-------------| | Swordsman | Sword Master | Blade mastery, ki integration | | Ranger | Warden | Territory control | | Assassin | Shadow Blade | Invisibility techniques | | Knight | Paladin | Divine protection | | Brawler | Martial Artist | Ki strikes | | Sniper | Sharpshooter | Enhanced accuracy | | Mage | Archmage | Multi-element mastery | | Battle Mage | War Mage | Combat augmentation | | Priest | High Priest | Major miracles |
Tier IV: Master Jobs
| Elite Job | Master Job | Classification | |-----------|------------|----------------| | Sword Master | Blade Lord | Territory-class capability | | Archmage | Sage | Magical mastery | | Martial Artist | Grandmaster | Supernatural physical techniques | | Paladin | Holy Knight | Divine avatar function |
Tier V: Hero & Champion Jobs
Heroes are products of the Job System.
"Hero" constitutes a Job classification. Multiple Hero-type Jobs exist.
Hero Job Variants
| Job | Nature | Acquisition | |-----|-------|-------------| | Hero | General savior class | World-significant feat + System recognition | | Hero [Blade] | Weapon-focused | Legendary weapon + compatible feat | | Hero [Magic] | Spell-focused | Magical crisis prevention | | Hero [Guardian] | Defensive focus | Major population protection | | Hero [Conqueror] | Martial focus | Defeat of significant threat |
Champion Job Variants
Champions function as divine counterparts to Heroes, selected by deities rather than the world system.
| Job | Nature | Acquisition | |-----|-------|-------------| | Champion | General divine avatar | Deity selection | | Champion [War] | War deity avatar | War god selection | | Champion [Life] | Life deity avatar | Healing deity selection | | Champion [Death] | Death deity avatar | Death god selection |
Hero vs. Champion Distinction
| Aspect | Hero | Champion | |--------|------|----------| | Source | World System | Specific Deity | | Population | Multiple can exist | Typically one per deity | | Function | General crisis response | Deity directive execution | | Power Source | System recognition | Divine channeling |
Human Mixbloods
System Access
Human Mixbloods (half-elves, half-dwarves, those with monster ancestry) possess access to the Job System and may develop Jobs without restriction.
Additional Benefits
| Heritage | Advantage | |----------|-----------| | Half-Elf | Extended lifespan, magical affinity | | Half-Dwarf | Enhanced endurance, crafting bonuses | | Quarter-Ogre | Physical stat improvement | | Dragon-blooded | Elemental resistances |
Some Mixbloods may possess latent Rank Up potential from monster ancestry, enabling limited access to both progression systems.
Stat Gains: Human Baseline
Human Base (No Job)
| STAT | GAIN PER LEVEL | VARIANCE | |------|----------------|----------| | HP | +4 | ±1 | | Stamina | +5 | ±1 | | Strength | +2 | ±1 | | Agility | +2 | ±1 | | Dexterity | +2 | ±1 | | Endurance | +2 | ±1 | | Magic | +1 | Uncommon |
Job Modifier Application
Jobs apply multipliers to base stat gains.
Warrior Job Example:
| STAT | BASE | MODIFIER | RESULT | |------|------|----------|--------| | HP | +4 | x1.5 | +6 | | Stamina | +5 | x1.3 | +6.5 | | Strength | +2 | x1.5 | +3 | | Agility | +2 | x1.0 | +2 | | Dexterity | +2 | x1.0 | +2 | | Endurance | +2 | x1.5 | +3 | | Magic | +1 | x0.5 | +0.5 |
Mage Job Example:
| STAT | BASE | MODIFIER | RESULT | |------|------|----------|--------| | HP | +4 | x0.8 | +3.2 | | Stamina | +5 | x1.5 | +7.5 | | Strength | +2 | x0.7 | +1.4 | | Agility | +2 | x1.0 | +2 | | Dexterity | +2 | x1.2 | +2.4 | | Endurance | +2 | x0.8 | +1.6 | | Magic | +1 | x2.5 | +2.5 |
Leveling Curve
EXP Requirements
| Level Range | Cumulative EXP | |-------------|----------------| | 1-10 | ~5,000 | | 11-25 | ~25,000 | | 26-50 | ~150,000 | | 51-75 | ~500,000 | | 76-100 | ~2,000,000 |
EXP Generation Rates
| Activity | EXP per Hour | |----------|--------------| | Sparring | 10-30 | | Monster combat | 50-200 | | Study/training | 5-15 | | Quest completion | 100-1000+ |
Consistent training (8 hours daily) produces Level 50 achievement in approximately 10-15 years.
Natural Law Classification
Both the Monster Rank Up System and Human Job System function as natural laws:
- Consistent function across all regions
- No external magical activation required
- Acknowledged by deities, institutions, and scholarly authorities
- Cannot be disabled or circumvented
Monsters that accumulate sufficient EXP will Rank Up. Humans that invest sufficient time will increase Job level. These outcomes are deterministic.
Summary
| Factor | Monster Progression | Human Progression | |--------|--------------------|--------------------| | System | Rank Up | Job System | | Input | Consumption + EXP | Time + EXP | | Transformation | Biological | Occupational | | Ceiling | Theoretically unlimited | Level 100 typical maximum | | Variant Access | Species-dependent | Universal (including Mixbloods) | | Heroic Potential | Through evolution | Through Job advancement |
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