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NOX36

Lorebook

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I. ABOUT WORLD

I-A. Origin of Dungeons

Keywords: origin of dungeons, rift, dungeons, calamity of crying may, crying may

On May 10, 2030, massive rifts that held labyrinths (called dungeons) suddenly began appearing across the world. The sky cracked open without warning, and monsters flooded into cities faster than governments could respond. Entire districts were destroyed within days, and thousands of people died during the chaos.

People later named the disaster the Calamity of Crying May because of the tear-shaped cracks that spread across the sky and the rivers stained red with blood after the attacks.


I-B About Rifts

Keywords: rift, rifts, gateway, gateways

Overview: Tear-shaped cracks in reality, averaging 10ft tall (larger for higher ranks). Appear in urban and rural areas, if an uncleared rift is nearby it's advisable to evacuate immediately (as uncleared rifts will leak corrupted essence; to a normal civilian, it will have cancerous properties/mutation risks). Opening a rift leads to a dungeon labyrinth.

Clearance: Dungeons cleared by defeating boss, completing objectives, or surviving waves. Rewards include loot, EXP, monster materials, equipment. First clearance guarantees special items.

Maintenance: Unmaintained dungeons spawn monsters until overcrowded, eventually spilling onto surface.

Ranking: Higher rank = harder difficulty, better loot. Dungeon themes/scenery vary by rank and location. ---

I-C Rift Ranking Classification

Keywords: rifts, rift, rift class, rift rank, rift classification, rift difficulty

For plus to minus ranks, it's usually determined by color intensity (e.g. a duller green could suggest it's E- rank, but if it's greener it could suggest it's E+)

Brown (F-rank): Beginner, tutorial-level

Green (E-rank): Low difficulty, soloable by E-rank

Blue (D-rank): Moderate, requires party

Silver (C-rank): Challenging, experienced party

Gold (B-rank): High difficulty, requires strategy

Purple (A-rank): Very high difficulty, elite parties only.

Red (S-rank): Maximum difficulty, S-rank esper minimum

Black (SS-rank): Catastrophic, multiple S-rank required. Take days or even weeks to clear.

Iridescent (SSS-rank): Theoretical only, never recorded ---

I-D Dungeons

Keywords: dungeons, dungeon, clearance, clear, labyrinths, labyrinth

Overview: Labyrinths accessed through rifts. Clearing provides loot, EXP, materials. First clearance has best rewards with guaranteed special items.

Maintenance: Regular clearing required to prevent monster overflow onto surface.

Themes: Monsters, scenery, mechanics depend on rift rank and location. (Dungeons whose rifts are in cold climates will naturally have artic themes.)

Clearance Types:

Standard: Kill the dungeon boss

Roleplay: Forced into fixed character roles (history/fantasy/myth). Loot rank depends on characterization and ending quality

Stand-off: Protect a crystal from monster waves ---

I-E Standard Clearance

Keywords: standard, standards, dungeon boss, standard clearance

Objective: Defeat the dungeon boss. Exit point will open if an exit scroll has been used or the objective has been cleared.

Mechanics: Linear or branching path leading to boss room. Trash mobs block progress. Boss has unique mechanics tied to dungeon theme.

Loot: Chests scattered throughout. Boss drops best loot. First clearance has guaranteed special item.

Difficulty: Scales with rift rank. Higher ranks add environmental hazards, time limits, or mini-bosses. ---

I-F Roleplay Clearance

Keywords: roleplay, roleplays, roleplay clearance, character, characters

Objective: Complete a story-based goal while playing a fixed character role. Exit point will open if an exit scroll has been used or the objective has been cleared.

Mechanics: Espers/guides are assigned roles from history, fantasy, or myth. Must act in-character to progress. Dialogue choices and actions affect outcome.

Loot Rank: Determined by characterization accuracy and ending quality. Perfect roleplay unlocks hidden rewards.

Failure Conditions: Breaking character too severely resets progress or spawns penalty mobs. ---

I-G Stand-off Clearance

Keywords: Stand-off, stand-offs, stand-off clearance, central crystal, crystal, monster waves, monster wave

Objective: Protect a central crystal from monster waves. Exit point will open if an exit scroll has been used or the objective has been cleared.

Mechanics: Crystal has HP bar. Waves increase in difficulty over time. Limited resources between waves. Espers/guides cannot leave crystal radius.

Loot: Wave-based rewards. Survival time multiplier. Full clear = all waves defeated before crystal breaks.

Difficulty: Scales with wave count and monster variety. Higher ranks add environmental hazards during waves. ---

I-H Towers

Keywords: tower, towers

Overview: Giant towers scaling to the sky. Present across all continents, linked to same dimensional space. Higher difficulty than standard dungeons.

Function: Shops, trials for esper/guide advancement, story floors revealing alternate world lore.

Mechanics: Floors must be cleared sequentially. Save points every 10 floors. Cannot re-enter with same party until floor reset.

Rewards: Exclusive equipment, advancement materials, skill unlocks. Higher floors unlock rare shops.

Story Floors: Some floors depict worlds not from their Earth—alternate histories, futures, or parallel dimensions. ---

II. ABOUT ESPERS & GUIDES

II-A Espers

Keywords: Esper, Espers

Overview: Espers are combat-capable individuals who use mana to fight monsters inside dungeon rifts. Their primary role is to clear dungeons before monster outbreaks can spread into the surface world.

Affinities: Fire, water, wind, earth, light, dark, ice, metal, etc. ---

II-B. Guides

Keywords: Guide, Guides

Overview: Guides are support-type individuals who do not primarily engage in combat. They accompany Espers inside dungeons and stabilize them through physical contact called “syncing,” which regulates mana flow and prevents O-Psyche Syndrome and mana overload. High class guides are rarer than high class Espers.

Affinities: Fire, water, wind, earth, light, dark, ice, metal, etc.

Guide Resonances:

PS: All Guides can use all resonance types, but each Guide has a primary resonance they naturally excel at.

Papiliones (Calming Type) - Soothes aggression and emotional turmoil.

Flora (Healing Type) - Accelerates physical recovery and cell regeneration.

Nyx (Clarity Type) - Improves focus, sensory clarity, and mental stability.

Aqua (Purifying Type) - Strengthens resistance against corruption and contamination. ---

II-C. How Guiding Works

Keywords: Guiding, resonance

Types of Contact:

Touch (Surface Contact): 20-30% stabilization. Suitable for daily maintenance.

Close Contact: (Embrace, Skin Contact): 40-60% stabilization. Stronger resonance, improves recovery and recovery.

Intimate Contact (Sexual Contact): 70-100% stabilization. Highest efficiency. Used in critical situations or severe destabilization.

Process:

Contact - the guide makes physical contact with the Esper.

Resonance Sync - the guide's resonance aligns with the Esper's energy frequency/psyche.

Stabilization - corrupted energy is soothed, filtered, and converted into stable energy. However, if the Esper is on the brink of Overload the energy must be spent rather than converted.

Recovery - The Esper's body and mind return to a stable condition. ---

II-D Verification Center

Keywords: verification center, verification centers, class, classes, rank, ranks, EGR center, EGR centers

Overview: Also called EGR (Esper-Guide-Ranking) Centers. All Espers and Guides are officially registered and evaluated through the Verification Center. Their rank is displayed via standardized color identification, updated after field audits, dungeon performance, and controlled combat evaluation. Rank determines deployment authorization, guild eligibility, and access to high-tier rifts and towers. ---

III-RANKING SYSTEM

PS: Rank and class are interchangeable terms. There are dungeon entry restrictions to prevent "Rookie-Hunters" (high-ranking espers preying on rookie espers.) ---

III-B Classes/Ranking System

Keywords: esper, espers, rank, class, ranks, classes, white, brown, green, blue, silver, gold, purple, red, black, iridescent

Overview: Class assignments are determined through standardized evaluation conducted at Verification Centers (EGR-Centers). Testing may be scheduled within one week of registration or awakening confirmation. White is the default classification until results are issued.

Note: There is no plus or minus classes (e.g. E+ or E-). --- Recorded: White (Unawakened/Civil Tier) Brown (F-class) Green (E-class) Blue (D-class) Silver (C-class) Gold (B-class) Purple (A-class) Red (S-class) Theoretical: Black (SS-class Esper) Iridescent (SSS-class Esper) ---

III-C (White - N/A)

Keywords: unawakened, civil-tier

Espers/Guides: No confirmed combat capability. Awaiting awakening or classified as non-combatant. No dungeon authorization. ---

III-D (Brown - F)

Keywords: F-rank, F-class, F rank, F class

Espers: Individuals with no measurable combat output or only minimal, unstable awakening traces. Common roles include equipment-bearers or monster butchers responsible for transporting gear and processing monster remains after dungeon clears.

Guides: Could still be useful to civilians as guiding could have calming effects (most work in hospitals). ---

III-E (Green - E)

Keywords: E-rank, E-class, E rank, E class

Espers: Low-output awakeners. Capable of handling basic low-rank rifts with support. Typically assigned to training squads or escort roles. Allowed in F-E+ dungeons.

Guides: Basic stabilization ability. Effective only on low-output Espers. Requires close-range contact and controlled environments. Can only handle 1 esper. ---

III-F (Blue - D)

Keywords: D-rank, D-class, D rank, D class

Espers: Operational field Espers. Can clear moderate dungeons with standard party composition. First deployment eligibility begins here. Allowed in D-C dungeons.

Guides: Field-capable Guides. Can stabilize standard dungeon stress in active combat scenarios. Often paired with D–C rank Espers. Can only handle 1 esper, but has higher quality of resonance compared to E-classes. Assigned to D to C Espers. ---

III-G (Silver - C)

Keywords: C-rank, C-class, C rank, C class

Esper: Experienced combat Espers. Reliable in sustained dungeon operations. Often assigned leadership roles in mid-tier (C-B) raids.

Guides: Reliable stabilization under combat pressure. Capable of handling up to 2 Espers in rotation during raids. Assigned to C to B Espers. ---

III-H (Gold - B)

Keywords: B-rank, B-class, B rank, B class

Espers: High-performance combatants. Capable of handling dangerous rifts with minimal support. Frequently recruited by major guilds. Allowed in B to A- dungeons.

Guides: High-tier Guides. Strong resonance control and advanced purification ability (can handle up to 2 Espers at once). Frequently assigned to elite guild units. Assigned to B to A Espers. ---

III-I (Purple - A)

Keywords: A-rank, A-class, A rank, A class

Espers: Elite-tier Espers. Strategic assets in national-level operations. Can destabilize or stabilize high-rank dungeons depending on condition. Allowed in B to A+ dungeons.

Guides: Strategic-grade Guides. Can stabilize S-rank Espers temporarily during extreme output surges. Rare and heavily protected assets. Can handle up to 3 Espers, but S-rank Espers typically reserve A-rank Guides exclusively for themselves, often operating in solo pairings. ---

III-J (Red - S)

Keywords: S-rank, S-class, S rank, S class

Note: Fraudulent claims will resort to charges and even time in prison. Needs verification from EGR.

Espers: Top-class combat entities. They have a responsibility to maintain most high-ranking dungeons (from B to S). If an S-rank or above rift is found, they're obligated to participate in the dungeon raid to clear it. Failure to comply may revoke dungeon entry rights or Esper licence.

Guides: (Unrecorded) Theorized to be top-level stabilizers. Capable of preventing O-Psyche collapse in S-rank Espers under sustained combat conditions. ---

III-K (Black & Irisdescent - SS to SSS)

Keywords: SS-rank, SS-class, SS rank SS class, SSS-rank, SSS-class, SSS rank, SSS class

Note: Fraudulent claims will resort to charges and even time in prison. Needs verification from EGR.

Espers: (Unrecorded) Theorized to be catastrophic-level combatants. Rare individuals with reality-altering output thresholds. Typically assigned to disaster containment rather than routine clearing.

Guides: (Unrecorded) Theorized to have near-mythical stabilization capacity. Can suppress catastrophic psyche distortion and guide corrupted high-output Espers. ---

III-L EGR ASSESSMENT PROCESS

Espers:

Controlled dungeon simulation trials Live combat extraction performance

Guides:

Resonance output measurement (Esper/Guide compatibility index) ---

VI. NATIONAL RANKING

PS: The top ranking for Espers are limited to A-classes and S-classes. On the other hand, the top ranking for Guides are limited to B-classes and A-classes as there hasn't been a recorded S-class Guide yet. I haven't confirmed the rankings yet but I'll update it as I make more bots for NOX36. ---

VI-A Current Ranking For Espers

Rank Update Rules:

Dynamic reassessment after major dungeon clears Automatic downgrade if instability or failure occurs Rare upward promotion requires multi-agency confirmation.

Ranking: Top 20 1. Nolan Crossfield (United States) 2. (Free-insert) 3. (Free-insert) 4. (Free-insert) 5. (Free-insert) 6. (Free-insert) 7. Moon Haruto (Japan): S-class 8. Moon Sora (South Korea): S-class 9. (Free-insert) 10. (Free-insert) 11. (Free-insert) 12. (Free-insert) 13. (Free-insert) 14. (Free-insert) 15. (Free-insert) 16. (Free-insert) 17. (Free-insert) 18. (Free-insert) 19. (Free-insert) 20. (Free-insert) ---

VI-B Current Ranking For Guides

Rank Update Rules:

Dynamic reassessment after major dungeon clears Automatic downgrade if instability or failure occurs Rare upward promotion requires multi-agency confirmation.

Ranking: Top 20 1. Liu Yuxi (China): A-class (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) 10. Areum (South Korea): A-class (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) (Free-insert) ---

V. MONSTER INDEX

V-A. F-RANK MONSTERS

Key words: monster, monsters, dungeon, dungeons, f-rank, f class Forest: Goblin, Wild Wolf, Forest Snake, Wild Boar, Giant Spider, Giant Centipede, Scorpion, Wild Dog, Mutated Rabbit Ruins / Castle: Giant Rat, Slime, Giant Bat, Crow Swarm, Beetle Swarm, Ant Swarm Desert: Scorpion (desert strain), Giant Frog (oasis variant) Dungeon / Caves: Cave Lizard, Small Jellyfish (dungeon variant), Giant Eel, Giant Crab ---

V-B. E-RANK MONSTERS

Key words: monster, monsters, dungeon, dungeons, e-rank, e rank Forest: Kobold, Orc, Hobgoblin, Dire Wolf, Harpy, Forest Ogre (juvenile variant) Ruins / Castle: Skeleton, Zombie, Undead Soldier, Ghoul, Wight (low manifestation), Rat King, Troll (weak strain) Desert: Imp (arid variant), Acid Slime (alkaline dunes strain) Dungeon / Caves: Giant Spider (adult variant), Blood Bat, Giant Bat Swarm, Giant Rat Swarm, Cave Lizard Alpha ---

V-C. D-RANK MONSTERS

Keywords: monster, monsters, dungeon, dungeons, d-rank, d rank Forest: Ogre, Troll, Werewolf, Werebear, Chimera (low strain) Ruins / Castle: Wraith, Specter, Mummy, Armored Skeleton Knight, Grave Knight, Ogre Shaman, Ogre Brute, Ghoul Pack Leader Desert: Basilisk, Giant Scorpion (enhanced variant) Dungeon / Caves: Giant Serpent, Giant Spider Queen, Chimera (extended strain), Cave Troll (deep strain) Coastal / Water: Giant Frog (predatory strain), Giant Serpent (aquatic variant) ---

V-D. C-RANK MONSTERS

Keywords: monster, monsters, dungeon, dungeons, c-rank, c rank Forest: Minotaur, Werewolf Alpha, Troll Alpha, Chimera, Wyvern (young forest-borne) Ruins / Castle: Ogre Warlord, Wraith Commander, Wight Captain, Spectral Knight, Mummy Lord, Harpy Queen, Plague Ogre, Lich Spawn Desert: Basilisk Elder, Manticore, Chimera (desert apex strain) Dungeon / Caves: Giant Golem (damaged construct type), Colossal Spider Matriarch, Giant Cave Crab, Hydra (minor heads variant) Coastal / Water: Sea Serpent, Wyvern (cliffside marine variant) ---

V-E. B-RANK MONSTERS

monster, monsters, dungeon, dungeons, b-rank, b rank Forest: Giant (Hill Giant), Chimera Alpha, Troll Regent Ruins / Castle: Golem, Stone Golem, Iron Golem, Basilisk King, Minotaur King, Behemoth (dungeon variant beast core) Desert: Fire Elemental, Flame Golem Dungeon / Caves: Ice Golem, Earth Elemental, Behemoth (deep dungeon strain), Manticore Alpha Coastal / Water: Kraken Spawn (juvenile), Hydra (full growth), Storm Elemental, Wyvern (adult) ---

V-F. A-RANK MONSTERS

Keywords: monster, monsters, dungeon, dungeons, a-rank, a rank Forest: Dragon (Young), Chimera Prime, Phoenix (corrupted), Fenrir (bound form) Ruins / Castle: Lich King, Vampire Lord, Death Knight Commander, Ancient Golem Core, Arch Demon (sealed form), Greater Demon Desert: Ancient Dragon (weakened state), World Serpent (minor coil manifestation) Dungeon / Caves: Behemoth (ancient form), Colossal Titan Beast, Nightmare Steed (apex strain), Hydra Prime Coastal / Water: Kraken (regional manifestation), Leviathan Fragment, Tarrasque (sealed state) ---

V-G. S-RANK MONSTERS

Keywords: monster, monsters, dungeon, dungeons, s-rank, s rank Note: Only 2 S-rank monsters are currently recorded in history. Monster researchers theorize that future S-class monsters would be related to mythology or legends. Ocean / Deep Sea: Kraken, Leviathan ---

VI. System

VI-C Tower Window

Keywords: Tower, towers, window

[ TOWER WINDOW ] General Info: (Tower Name / Type / Location) Floor:


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