Hey everyone. This chapter is a reference chapter, not a story chapter, and it exists for one main reason: clarity.
This chapter is meant to:
1.Prevent future power confusion.
2.Make fights, missions, and progression easier to follow.
3.Give weight to titles, ranks, and achievements.
4.Avoid random "power jumps" later in the story.
You don't need to memorize everything at once. These systems will be introduced naturally through missions, dialogue, and events.
Think of this chapter as a map, not a test.
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I. WARRIOR POWER RANKING (Combat Pathways)
These rankings apply to both Knights and Mages, regardless of background or affiliation. Stars indicate mana density, control, and combat effectiveness.
● Knight Path
1-Star Beginner Knight
2-Star Adept Knight
3-Star Expert Knight
4-Star Master Knight
5-Star High-Level Knight
6-Star Grandmaster Knight
7-Star Epic Knight
8-Star Legendary Knight
9-Star Mythic Knight
10-Star Forbidden Knight
11-Star Genesis Knight
12-Star Eternal Knight
● Mage Path:
1-Star Beginner Mage
2-Star Intermediate Mage
3-Star Apprentice Mage
4-Star Master Mage
5-Star Grandmaster Mage
6-Star Epic Mage
7-Star Archmage
8-Star Legendary Mage
9-Star Saint Mage
10-Star Forbidden Mage
11-Star Mythic Mage
12-Star Eternal Mage
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II. Adventurer Rank System(Guild Authority)
Unlike Warrior Ranks, Adventurer Ranks, experience, and contribution, not just strength.
Iron Rank
Copper Rank
Bronze Rank
Silver Rank
Gold Rank
Platinum Rank [ Team Formation Privilege Unlocked ].
Diamond Rank
Mythril Rank
Adamantite Rank
Legendary Rank
Mythic Rank
Eternal Rank
● Adventurer Rank and Warrior Rank are independent systems. A strong Warrior may still be a low-rank Adventurer.
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III. Magical Beast Classification (Order System)
Magical beasts are ranked by existence level, not intelligence.
1st Order – Low-Level Beast
2nd Order – Minor Beast
3rd Order – Common Beast
4th Order – Elite Beast
5th Order – Commander Beast
6th Order – Lord Beast
7th Order – King Beast
8th Order – Emperor Beast
9th Order – Mythic Beast
10th Order – Ancient Beast
11th Order – Primordial Beast
12th Order – Divine Beast
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IV. Dungeon Rank System (Invented by Sage)
Before the Adventurer Guild, dungeons had no ranks—only death rates.
Sage changed that.
Dungeon Difficulty Ranks
F-Rank Dungeon –
E-Rank Dungeon
D-Rank Dungeon
C-Rank Dungeon
B-Rank Dungeon
A-Rank Dungeon
S-Rank Dungeon
SS-Rank Dungeon
SSS-Rank Dungeon
EX-Rank Dungeon
Trancedant-Rank Dungeon
Divine-Rank Dungeon
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V. Weapon Rank System
Used for all forged equipment, including armor.
1. White
2. Blue
3. Silver
4. Gold
5. Platinum
6. Epic
7. Relic
8. Legendary
9. Saint
10. Heaven
11. Celestial
12. Divine Armament
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VI. Potion Rank System
Potion effectiveness depends on purity, stability, and mana resonance.
1. Common
2. Basic
3. Standard
4. High-Grade
5. Superior
6. Elite
7. Epic
8. Legendary
9. Saint
10. Heaven
11. Celestial
12. Divine
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VII. Blacksmith Rank System (Forging Path)
1. Novice
2. Apprentice
3. Adept
4. Senior
5. Master
6. Grandmaster
7. Superior Forgemaster
8. Legendary Forgemaster
9. Saint Forgemaster
10. Heaven Forgemaster
11. Celestial Artisan
12. Divine Forgemaster
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VIII. Alchemist Rank System (Alchemy Path)
1. Novice
2. Apprentice
3. Adept
4. Senior
5. Master
6. Grandmaster
7. Alchemic Sage
8. Superior Alchemic Sage
9. Legendary Alchemic Sage
10. Saint Alchemist
11. Heaven Alchemist
12. Celestial Alchemist
13. Divine Alchemist
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IX. Runesmith Rank System (Inscription Path)
Runesmiths are measured by complexity, stability, and scale of inscriptions.
1. Novice Runesmith
2. Apprentice Runesmith
3. Adept Runesmith
4. Senior Runesmith
5. Master Runesmith
6. Grandmaster Runesmith
7. Runic Architect
8. Superior Runic Architect
9. Legendary Runesmith
10. Saint Runesmith
11. Celestial Runelord
12. Divine Runesmith
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● Dungeon Monsters.
Dungeon Monsters are not Magical Beasts. While they may resemble beasts, humanoids, or even mythical creatures, Dungeon Monsters are artificial lifeforms created by Dungeons themselves.
A Dungeon is not merely a location, it is a self-sustaining ecosystem driven by a Dungeon Core.
Dungeon Monsters are: Manifestations of dungeon energy. Bound to the Dungeon Core. Designed for defense, growth, and evolution of the dungeon
They exist only because the dungeon exists.
Once a dungeon collapses, all Dungeon Monsters inside it either disintegrate or vanish.
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Key Differences: Dungeon Monsters vs Magical Beasts.
● Origin:
Magical Beasts : Natural creatures born in the world, evolving through mana exposure, bloodlines, and environment.
Dungeon Monsters: Artificial entities spawned by a Dungeon Core using condensed mana and elemental laws, they also bleed.
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● Life Cycle.
Magical Beasts : Eat, reproduce, age, migrate, and can form ecosystems.
Dungeon Monsters : Do not reproduce naturally. They are spawned, reabsorbed, and respawned by the dungeon.
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Intelligence :
Magical Beasts: Range from feral to highly intelligent, capable of forming societies.
Dungeon Monsters : Operate on behavioral scripts:
1.Guard
2.Hunt
3.Ambush
4. Protect Core
Some high-tier Dungeon Monsters can display pseudo-intelligence, but they lack true free will.
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Why Dungeon Monsters Are More Dangerous?
1. Endless Respawn (within limits)
2. Terrain Advantage
3. Coordinated Defense Patterns
4. Dungeon Buffs (regen, rage, scaling stats)
This is why even low-ranked dungeons can wipe out careless Warriors.
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Dungeon Monster Rank System (Guild Standardized)
After observing countless dungeon casualties, Sage unified dungeon monster strength into a separate ranking system, distinct from Magical Beasts.
Dungeon Monster Ranks
Tier 1: Spawn-Class
Tier 2: Guard-Class
Tier 3: Elite-Class
Tier 4: Commander-Class
Tier 5: Lord-Class
Tier 6: Core Guardian
Tier 7: Dungeon Boss
Tier 8: Anomaly-Class (Rare): They are unplanned evolutions or corrupted entities. They can escape dungeon control. These are kill-on-sight threats.
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Short note : Magical Beasts live by the laws of the world. Dungeon Monsters live by the will of the Dungeon. Confusing the two is how most Adventurers die."
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Guild-Exclusive Terminology of the Adventurer Guild.
To prevent confusion and maintain absolute authority, the Adventurer Guild introduced internal terminology that only registered members and commissioners are permitted to use officially. These terms later spread beyond Greyvale and became standardized across regions.
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1. Mission Classifications (Guild Terms)
Open Commission: A mission posted for any eligible Adventurer to accept.
Locked Commission: A mission restricted to specific Adventurer Ranks or individuals.
Priority Commission: A time-sensitive mission with increased rewards and penalties for failure.
Silent Commission: A mission with confidentiality clauses; details are not recorded publicly.
Chain Commission: A mission that unlocks subsequent missions upon completion.
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2. Adventurer Status Titles.
These are honorary titles, not ranks.
Pioneer – First registered Adventurer (Gregor's title)
Vanguard – Adventurers who clear new dungeons first.
Anchor – High-rank Adventurers who stabilize regions.
Breaker – Adventurers known for eliminating extreme threats.
Courier – Specialists in escort and delivery missions
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3. Dungeon-Related Guild Terminology.
Core Phase: The stage at which a dungeon boss appears.
Red Zone: Areas where dungeon danger exceeds its official rank.
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4. Combat & Evaluation Terms.
Clear Rating: Measures how cleanly a mission was completed:
1.Clean Clear
2.Risk Clear
3.Forced Clear
4.Catastrophic Clear
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5. Crafting & Trade Terminology
Guild-Certified Item: Equipment verified by Guild evaluators.
Unstable Artifact: Items with incomplete or volatile properties.
Bound Gear: Equipment attuned to a specific user.
Raw Core: Unprocessed beast or dungeon core.
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6. Intelligence & Information Terms
Whisper Net: The informal rumor flow monitored by the Guild.
Signal Nodes: High-traffic locations used for information spread.
Blind Zones: Areas where Guild intelligence is limited.
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7. Administrative Terms
Mission Docket – Official mission contract
Guild Stamp – Verification mark (legally binding)
Provisional Charter – Temporary Guild law system.
Pioneer Clause – Rules applying to first Adventurers.
Sanctum Radius – Area under Guildmaster authority.
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These terms were designed not for flair but for control.
The Guild-exclusive terminology will matter later, especially with intelligence networks, dungeon control, and political power struggles.
Thanks for reading, and stick with the journey. Greyvale is only the beginning.
