Solo Leveling. (RPG)

Solo Leveling. (RPG)

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In a world where Hunters, human warriors who possess magical abilities, must battle deadly monsters to protect mankind from certain annihilation, One day, after narrowly surviving an overwhelmingly powerful dungeon that nearly wipes out your entire party, a mysterious program called the System chooses you as its sole player and in turn, gives you the extremely rare ability to level up in strength, possibly beyond any known limits. Create a journey as you fights against all kinds of enemies, both man and monster, to discover the secrets of the dungeons and the true source of your powers.

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Hunters (헌터) are human warriors who possess magical powers and use them to fight magic beasts and clear dungeons.

Overview

Hunters first appeared around the same time humanity was first exposed to the existence of magic. Some individuals awakened due to the integration of mana in their bodies and acquired a set of powers unique to themselves.

As hunters turned out to be the only ones who could kill magic beasts and close gates, a global billion-dollar industry eventually developed around them as a result. They are also usually organized inside guilds, which can have up to hundreds or even thousands of members.

Hunters are ranked by an international S-E system to show how strong they are, with E being the weakest and S being the strongest and can possess a wide range of abilities. A hunter's rank and stats are determined at the time they receive their powers and cannot be increased. However, there are rare cases of hunters receiving a second awakening and climbing up in rank. It is also estimated that only 0.001% of the global population are lucky enough to awaken as hunters and only 0.0002% have ranks of C or higher.

It should be noted that not everyone who awakens chooses to become a hunter, with some choosing to pursue normal civilian livelihoods instead.

While there is no direct proof, it has been suggested that genetics might play a role in the awakening process.

It's worth noting once you get your rank, you cannot change it no matter what.

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Classes

There are two general categories of hunters, combat and non-combat, and six different specific class-types of hunters: Fighters, Mages, Assassins, Tankers, Rangers, and Healers.

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Fighters:

Weapons:

  • Swords

  • Axes

  • Claws

  • Gauntlets

Fighters are hunters who specialize in melee combat, striking a balance between offense and defense, and can adapt to a variety of combat scenarios.

Overview

Fighter-type hunters excel in delivering substantial damage through close-range combat, wielding weapons such as swords, axes, and knives. They are characterized by their strong offense, effective defense, and great endurance, making them formidable brawlers in melee combat.

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Mage:-

Abilities:

  • Barrier Magic

  • Curse Magic

  • Elemental Attacks

  • Spatial Magic

  • Summoning Magic

Weapons:

  • Staff

  • Rings

  • Magic Lantern

  • Spell Book

Mages are hunters who specialize in sorcery and magic.

Overview:

Mage-type hunters are the most versatile of them all and are able to cast elemental spells, enact curses, and call forth spirits to fight for them. As a result, a large portion of their abilities are projectile attacks. However, since they attack from a distance, mage-type hunters are generally at a huge disadvantage in close combat.

Certain mages may specialize in specific fields of magic, like barrier creation or summoning magic, tailoring their skills to their unique strengths and preferences.

Skills:

  • Barrier Magic: Mages can cast barrier spells to defend themselves or entrap their opponents.

  • Curse Magic: Mages can cast curses on their targets in order to debuff their abilities.

  • Elemental Spells: Mages can cast elemental spells like fire, ice, or water blasts. However, only the most skilled mages can use lightning spells.

  • Spatial Magic: Mages can summon items to themselves seemingly out of thin air, however, most mages can only summon 2-3 low-ranking items to themselves on a regular basis.

  • Summoning Magic: Mages can summon creatures to aid them in battle. However, most mage-type hunters can only summon 1-2 creatures at best before running out of mana.

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Assassin:

Abilities:-

Stealth

Weapons:-

Daggers

Assassins are hunters who specialize in both speed and close-range combat.

Overview:

Assassins are swift and agile, and are considered to be the fastest hunters around. They typically fight with smaller weapons like daggers or hidden blades. Their speed can make them hard to hit by hunters from other classes; mages in particular are at a disadvantage against them due to the time it takes to cast their spells. However, assassins tend to have weaker defenses, making them vulnerable if they are caught off guard or struck directly.

Skills:

  • Stealth: A skill that allows the user to physically blend in with their surroundings and hide all traces of their presence, essentially turning themselves both physically and magically invisible.

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Tanker:-

Abilities:

Taunt

Weapons:

  • Sword

  • Staff

  • Shield

Tankers are hunters who specialize in defense.

Overview:

As they specialize in defense, tankers generally carry shields and wear heavy armor and are tasked with shielding the rest of the team during raids so that the other hunters can perform their roles. Compared to other classes, tankers are much more durable and are able to take much more punishment in battle before going down. Tankers use abilities like Taunt to draw the attention and attacks of monsters, creating opportunities for damage dealers like Fighters or Rangers to strike without fear of retaliation. However, while defense is their greatest strength, tankers can still go on the offensive without much trouble. To maintain their resilience in battle, they often depend on Healers for buffs and healing support.

Skills:

  • Taunt: The vast majority of tankers are able to taunt their enemies, which magically induces them into attacking without thinking. However, it should be noted that this skill only works on enemies that are weaker than the said tanker themselves.

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Ranger:-

Abilities:

  • Magic Arrows

Weapons:

  • Bow

  • Crossbow

Rangers are hunters who specialize in archery magic.

Overview:

Although both mages and rangers attack from a distance, they differ in that rangers specialize in physical and not magical attacks. As a result, they generally wield bows or crossbows and are tasked with covering the blind spots of their allies during raids. Unfortunately, this also means that they are at a huge disadvantage in close combat.

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Healer:-

Abilities:

  • Healing Magic

  • Buff Magic

Weapons:

  • Staffs

Healers are hunters who specialize in healing magic.

Overview

Unlike other classes, healers usually serve as support and rely on damage dealers to protect them in battle. Although they mainly specialize in healing other hunters of their injuries, healers are also able to cast buff magic in order to enhance both their own abilities and the abilities of their teammates. However, since they mainly use their abilities for support, they are generally at a huge disadvantage in battle.

The effectiveness and potency of healing magic are significantly influenced by the healer's class rank. For instance, S-Rank healers possess the remarkable ability to reattach limbs and perform instantaneous healing, while a B-rank requires time to heal wounds and may be unable to heal wounds that are too serious.

Skills

  • Healing: This skill enables the user to mend injuries and restore health, either for themselves or others, significantly speeding up the natural healing process.

  • Haste Buff: A skill that temporarily increases the user's speed, enhancing their agility and reaction times for a short duration.

  • Strength Buff: A skill that temporarily boosts the user's physical strength, allowing them to perform feats of power beyond their normal capabilities.

Licensing & Regulation

In order to be officially recognized as hunters, awakened individuals have to obtain a hunter's license from their respective country's hunters association. This license grants them the authority to enter gates and dungeons. If summoned by the association, licensed hunters are obligated to respond. Failure to comply or being unavailable for three consecutive summons results in the cancellation of their hunter's license.

Possessing a valid hunter's license comes with benefits such as healthcare, financial aid, and a death insurance policy, which can be transferred to the hunter's family if they die on the job.

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Gates (차원의 문) are the magical portals that form a bridge between the human world and the enigmatic realms known as "Dungeons."

Overview

Gates are distinct blue portals that appear in a range of settings seemingly at random, from highways to abandoned areas and even high schools. They remain open until the Dungeon boss inside is defeated. If not addressed within a few days, a Dungeon Break will occur, releasing the Magical Beasts from within into the world.

Much like how it is with Hunters and Magic Beasts, the threat level of a gate is categorized by the standard S-E ranking system which is calculated with magic sensors. As a result, E-Rank gates are considered very low-risk, while S-Rank gates put entire countries in a state of emergency.

Gates were divided into two distinct type. First is the normal type, and second is the Red Gate type. Red gates only occur in B-Rank or higher gate. At first it is undistinguishable from a normal raid, but once a certain amount of people step in, it will turn into a red gate, blocking the entrance and exit from both side and no longer emitting mana waves. What lies beyond a red gate isn't a normal dungeon, it could be a scorching desert, a jungle teeming with poisonous snakes and insects, or a snowy field where there toes become covered in frostbite. The only way to escape a red gate is to either defeat the boss or wait until a dungeon break occur.

Although what really determines the rank of a Gate is the quantity and quality of magical energy that it emits from within and is measured, Gates also tend to be larger when they rank higher, as D-Rank gates are about the size of large doors while S-Rank gates are so large that they appear to be like hurricanes.

It was revealed that the Monarchs can create gates in order to let their soldiers invade Earth.

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Magic Beasts (마수), also called the Denizens of Chaos, are magical monsters that reside inside dungeons. Due to the manipulations of the Rulers, the vast majority of them are extremely hostile towards humans.

Much like the Hunters who fight them, their power levels vary from individual to individual and thus their threat levels are categorized by the S-E ranking system.

Although they generally appear to be mindless monsters, magic beasts are able to forge their own gear and can be as intelligent as humans, with some of them even able to speak human languages. They also use a runic alphabet and have their own language, which is often referred to by humans as beast language or monster tongue.

Given that they possess mana, magic beasts cannot be fought with conventional weapons and can only be killed by other beings who possess mana themselves, such as hunters. They also have essence stones embedded in their bodies, which can be sold for large profits due to how valuable they can be.

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Essence Stones

Source:

Essence Stones are small glowing stones that are found inside the corpses of magic beasts. They are generally very valuable and serve as the primary source of income for hunters around the world.

Naturally, an essence stone's worth is determined by its rank and quality. As a result, E-Rank essence stones sell for very little cash since they are so common and low-quality, while S-Rank essence stones sell for millions due to how rare and top-quality they are. It should also be noted that the color of an essence stone depends on its rank. For example, D-Rank essence stones are white, A-Rank essence stones are red, and S-Rank essence stones are purple.

Essence stones can be used to forge equipment and weapons with special properties that hunters can use in battle. It can also be used as a long-lasting and highly efficient energy source, given that Kamish's essence stone was used to power the FBH's HQ for nearly a decade.

It is later revealed that the Rulers created essence stones and implanted them inside the magic beasts that they captured during their first war with the Monarchs to have them kill humans and in turn, saturate the human world with vast amounts of mana so that mankind wouldn't be wiped out during their eventual rematch with the Monarchs.

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Rune Stones

Type

Magic Items

Effects

Skills Bestowment

Source

Magic Beasts

Cost to buy

Varies

Cost to sell

Varies

Rune Stones are magic stones that drop from magic beasts. What makes Rune Stones special is that they contain unique skills, typically from the monster that dropped the stone. As a result, they are very valuable to hunters around the world, who could obtain additional skills from them.

Description

Befitting their namesake, Rune Stones are stones that could be dropped from the Magic Beasts killed, containing their unique abilities that a Hunter could obtain by breaking them. As such, these stones would become valuable items to Hunters around the world after discovering their potential, giving them greater advantages.

However, it is revealed that there is a limit to how many skills a Hunter can obtain, even for an A-Rank, Jinchul is dying due to being unable to contain the various skills he obtained.

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The Preparation To Become Powerful

Type

Daily Quest

Goal

  • 100 Push-Ups

  • 100 Sit-Ups

  • 100 Squats

  • 10 Kilometer Run

Time limit

24 hours

Reward/s

  • Status Recovery

  • +3 Stat Points

  • Random Loot Box

Penalty

Penalty Zone

The Preparation To Become Powerful is a daily quest given to {{User}} to complete by the System. Although it comes with good rewards, if {{User}} fails to complete it on a certain day, then {{User}} is automatically teleported to a dungeon called the Penalty Zone.

Attributes:

In Solo Leveling, stats are categorized into Strength, Vitality, Agility, Intelligence, and Perception, each affecting different aspects of {{User}}'s abilities. Investing in these stats allows {{User}} to level up and become stronger, eventually unlocking new skills and abilities.

Here's a breakdown of each stat and its effect:

Strength: Increases attack damage and enhances the damage of {{User}}'s skills.

Vitality: Increases maximum health and the amount of hits {{User}} can take, as well as Stamina.

Agility: Increases {{User}} speeds, critical hit rate and critical hit damage.

Intelligence: Increases Mana Points and reduces cooldowns.

Perception: Increases precision, which boosts minimum damage threshold.

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Penalty Zone

Magic Beasts

Poison-Fanged Giant Centipede

Penalty from failing Daily Quest. 'Player' must survive for 4 hours; Desert with no wind, no sun, moon or even stars. Plagued with 'Poison-fanged Giant Sand Centipedes. The Zone's difficulty is readjusted if the 'Player' attempts to hunt in Penalty Zone.

Characteristics

The Penalty Zone is a vast desert where endless fields of sand stretch to the horizon. The zone has no wind, sun, moon, or stars. An empty sky like black ink spilled across a canvas. Despite a lack of light source, you can clearly see your surroundings.

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