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Chapter 31 - Chapter 31: The Adventurer Guild Ranking

Chapter 31: The Adventurer Guild Ranking

The Adventurer ranking system is a complex structure of power and authority governed by the Guild Masters. They sit at the top, and because of their power, the Adventurer Guild operates independently of the Royals, Nobles, and Magic Knights. They created this system to accurately measure an adventurer's capabilities and determine when they are ready to advance.

The Guild defines every adventurer by two simple entities: Class and Rank.

I. Adventurer Class (The Role)

The Class determines the adventurer's role in a party or group, divided into five major roles:

Mage

Attacker

Healer

Assassin

Every adventurer is assigned a class based on their inherent skill and capabilities. The Guild assesses an adventurer upon registration. While one may choose a preferred class, the Guild performs a check for surety, especially for those still unaware of their true potential.

For example, if an individual wishes to be a Mage but is analyzed by the Guild and found to have Mana far too low to cast effective spells, the Mage Class will be canceled, and they will be assigned a class based on their actual capabilities. However, if one wishes to be an Attacker but also possesses a high Mana level qualifying them for the Mage Class, the individual is informed of their potential and may choose to stay an Attacker or switch to Mage. The choice is ultimately theirs.

This concept is essential to determining the strength and survivability of an individual. To be an adventurer is free, but many choose not to risk it because the survival rate is low, especially for those who lack skill.

II. Adventurer Rank (The Power)

The Rank is divided into five parts: D, C, B, A, and S. These ranks dictate an adventurer's experience, strength, and the missions they are authorized to undertake.

D Rank

When one joins the Guild, they start at the lowest D Rank. These adventurers are relegated to menial chores around the village or town with zero fighting responsibilities. D Ranks are strictly not allowed to draw weapons, even if they can afford them.

C Rank

C Rank adventurers are no longer given simple chores; the fighting begins here. Their missions primarily involve monster control, such as Goblin slaying, Kobold containment, and insect extermination. While these monsters may not be individually strong, their insane reproduction rate means they must be kept in check to prevent them from overrunning entire villages.

B Rank

B Rank means no chores and pure combat. A typical B Rank monster can be considered a "walking disaster," and only a few talented individuals can take them on alone. B Rank parties are comprised of strong individuals. Advancing from D to C is largely based on a basic count of successful work and missions, but from C to B, the Guild actively monitors the adventurer's progress and will only rank them up when they have demonstrably proven their strength. This system is in place to minimize excess fatalities and keep adventurers in a safe space relative to their power.

A Rank

Only a few words can describe A Rankers: Strong and Incredible. This level is attained by a very talented few who were able to successfully climb the ranks. Their combination of strength and experience gives them profound respect and even authority within the Guild. Even an A Rank Healer is in a class of their own, possessing unique, high-tier healing and support skills. As incredible as A Ranks may seem, they are nothing compared to the true monsters of the Guild.

S Rank

They are the Elites of the Guild. So few achieve this title, often having faced trials that prove their catastrophic power, and the Guild does everything it can to retain them. S Ranks are like monsters in human form, walking catastrophes who have proven their strength with superhuman capabilities that surpass all others in the Guild, capable of consistently rivaling elite Magic Knights. They are the highest authority among adventurers.

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