Cherreads

RANKING SYSTEM

‎*This section is intended solely to explain the story's power system, for better understanding.

‎Hunters were categorized by Rank, a measure of their strength, skill, and experience in battling monsters from Gates. Each rank is further divided into Tertius, Secundus, and Primus, showing the hunter's growth within that rank:

‎E-Rank:

No tiers

‎D-Rank:

‎Tiers:

‎Primus D-Rank

‎Secundus D-Rank

‎Tertius D-Rank

‎C-Rank:

‎Tiers:

‎Primus C-Rank

‎Secundus C-Rank

‎Tertius C-Rank

‎B-Rank:

‎Tiers:

‎Primus B-Rank

‎Secundus B-Rank

‎Tertius B-Rank

‎A-Rank:

‎Tiers:

‎Primus A-Rank

‎Secundus A-Rank

‎Tertius A-Rank

‎S-Rank:

‎Tiers:

‎Primus S-Rank

‎Secundus S-Rank

‎Tertius S-Rank

‎Rank 0 – The Top 5

‎In the hierarchy of hunters, there was a level beyond even the S-Rank—Rank 0. Only seven individuals in the world had ever reached this level. Each was a living legend, a representative of their country, and irreplaceable in both strength and authority.

‎Rank 0 hunters were not merely stronger than S-Rank—they were an entirely different class of human, capable of feats that defied imagination. Where other hunters relied on teamwork, strategy, or sheer numbers, a Rank 0 could turn the tide of battle alone, defeating Gates that would wipe out entire squads of elite S-Rank hunters.

‎Ranks weren't permanent. Hunters could train, raid, and grow stronger, unlocking new abilities, upgrading their stats, and climbing the rank ladder.

‎RANKING:

‎Rank 0 > S-Rank > A-Rank > B-Rank > C-Rank > D-Rank > E-Rank

‎TIERS: (Latin words that translate to "first," "second," and "third" in English)

‎Primus > Secundus > Tertius

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‎Collectors' Role: Collectors often specialize in gathering higher-tier weapons that hunters leave behind or that appear in cleared Gates, relics, and magic stones. This keeps the hunter economy active and competitive.

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‎*This part only covers the common classes that most people in the story possess.

‎HUNTER CLASSES

‎Long-Range Class

‎- Focused on attacking from a distance, proficient in using a long distance weapon, controlling the battlefield, or supporting allies.

‎Mage Class

‎- Mages manipulate magic for offense, defense, or enhancement. There are four main types:

‎Caster Mage - Pure Magic User

‎- Can only cast magic, like fireballs, energy blasts, or elemental attacks. Cannot enhance their body using magic.

‎Absorber Mage - Magic Enhancement User

‎- Absorbs magic to enhance body, speed, or strength. Limited long-range attacks.

‎Hybrid Mage - Caster & Absorber

‎- Can cast magic and absorb it to enhance themselves. A combination of offensive and self-enhancement skills.

‎Summoner Mage

‎- Can command and summon an animals, mythical creature or even undead to aid in raids or combat.

‎*Close Combat Hunters

‎Assasin Class

‎- High mobility, stealth, and precision strikes. Can quickly eliminate monsters or threats.

‎Warrior Class

‎- Balanced melee combatant; can wield swords, axes, or dual weapons.

‎Tank Class

‎- High durability and defense; can shield allies and absorb damage. Often equipped with heavy armor and shields.

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‎Two Types of Gates

‎Time-Locked Gates (Dungeon-Type Gates)

‎• A Gate that starts a countdown the moment the first hunter enters.

‎• The goal is to clear the dungeon before the timer hits zero.

‎• When the timer ends:

‎ -Everyone still inside dies,

‎ -Or gets erased, leaving no body—only traces of mana.

‎• Teams must fight through floors or zones filled with monsters.

‎• The final boss must be killed to "collapse" the dungeon safely.

‎• When cleared, loot spawns in a reward chamber before the Gate dissolves.

‎Lock-In Gates (Open-Area Gates)

‎• Massive open-area dimensions that resemble real landscapes: forests, ruins, deserts, floating islands—anything. These Gates are unique because there is no time limit.

‎• Once you enter, you cannot go back out unless:

‎ - You kill the Guardian or

‎ - Defeat the Gate Boss hidden somewhere inside.

‎• The Guardian drops a Gate Key, a glowing crystal used to reopen the exit portal—only from the inside.

‎• These are long-form exploration Gates, sometimes taking days or weeks to fully traverse.

‎• Time inside is accelerated, usually 5–10 times faster than the real world.

‎- Example: 1 day inside = 2–3 hours outside.

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‎GATES THREAT LEVELS

‎Gates are categorized by the threat they pose—a measure of monster strength, magical instability, and environmental danger. Each level indicates the type of hunters who can safely approach

‎Threat Level: VI

‎• Weak, barely stable Gates. Monsters are feeble, magical energy is minimal.

‎Who Can Handle: E-Rank hunters and D-Rank hunters

‎Threat Level: V

‎• Small Gates with weak to moderate monsters. Slightly unstable.

‎Who Can Handle: D-Rank hunters and C-Rank hunters.

‎Threat Level: IV

‎• Medium Gates with moderate to strong monsters. Magical fluctuations noticeable.

‎Who Can Handle: C-Rank hunters and B-Rank hunters

‎Threat Level: III

‎• Large Gates with strong monsters and high magical energy.

‎Who Can Handle: B-Rank hunters and A-Rank hunters.

‎Threat Level: II

‎• Massive Gates, legendary monsters, extreme magical instability.

‎Who Can Handle: S-Rank hunters and A-Rank hunters for Support

‎Threat Level: I

‎• Huge, world-threatening Gates. Monsters are near godlike; magical energy immense.

‎Who Can Handle: Only S-Rank hunters and one Rank Zero hunter

‎Threat Level: 0

‎• Singular, reality-altering Gates. Monsters and magic beyond comprehension.

‎Who Can Handle: Rank Zero hunters only

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‎WEAPON RANKS

‎Common

‎Uncommon

‎Rare

‎Epic

‎Legendary

‎Mythical

‎Divine

‎Divine > Mythical > Legendary > Epic > Rare > Uncommon > Common

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‎SPECIAL NOTES

‎Weapon Bonding: Some legendary, mythical , or divine weapons may bond to a hunter, becoming stronger the more they are used. Only compatible hunters can wield them.

‎Magic Stones / Enhancements: Weapons can be upgraded temporarily by using magical stones or relics. The rarity determines how much they can be enhanced.

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‎MAGIC STONE RARITY AND VALUE

‎Magic stones are crystallized sources of energy left behind in Gates. They vary in rarity, power, and market value, and their color indicates their strength.

‎Rarity Colors and Description

‎White Magic Stones

‎- Weak energy, often used for minor enhancements or beginner spells.

‎- Easily found in low-rank Gates.

‎- Value: Low

‎Green Magic Stones

‎- Moderate magical energy. Can slightly boost weapons or abilities.

‎- Often found in low-mid rank Gates

‎- Value: Moderate

‎Blue Magic Stones

‎- High concentration of magical energy.

‎- Can enhance advanced weapons or boost - hunter powers temporarily.

‎- Found in mid-to-high rank Gates.

‎- Value: High

‎Purple Magic Stones

‎- Extremely potent energy, capable of long-term enhancements or large-scale effects.

‎- Often guarded by monsters, appears in high-rank Gates.

‎- Value: Very High

‎Red Magic Stones

‎- Rare, unique magic stones.

‎- Can permanently enhance weapons or amplify a hunter's abilities significantly.

‎- Value: Extremely High

‎Gold Magic Stones

‎- One-of-a-kind stones, often tied to ancient relics or extraordinary phenomena.

‎- Can unlock hidden powers or create weapons of the highest tier.

‎- Value: Priceless

‎Black Magic Stones

‎- The most powerful magic stones, beyond normal understanding.

‎- Can rival the power of Rank 0 hunters if used correctly.

‎- Extremely rare; only appears in top-tier, world-changing events.

‎-Value: Incalculable

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