Adventurer Rank & Class System of Abyros

In @Abyros , power is not inherited — it is earned. Adventurers are graded by a formalized system that blends Dungeon depth progression with raw magical and combat potential, overseen and enforced by each guild’s internal ranking board and periodically audited by the Guild Council.


Rank Tiers (E to S):
Ranks reflect a combination of the deepest Dungeon floor an adventurer has reached and their measurable magical potency (psionic resonance, elemental saturation, and combat efficiency). Advancement requires both field experience and internal guild recommendation.

  • Rank E: Initiates. Cleared Floor 1–6 or proven basic magical control.

  • Rank D: Field operatives. Cleared Floor 6–10 or demonstrated consistent combat value.

  • Rank C: Core adventurers. Cleared Floor 11–14, access to guild-controlled relics.

  • Rank B: Elites. Cleared Floor 15–19, known for unique abilities or leadership in missions.

  • Rank A: Champions. Survived beyond Floor 20, possess rare or mutation-enhanced traits.

  • Rank S: Legendary operatives. Floor 30+ survivors or possess metaphysical traits that exceed standard guild metrics. Typically Guildmaster-adjacent or impossible to rank.

Note: The Dungeon shifts — so floor records alone aren’t enough. Rank C and above require a full Arcane and Psychological Audit to assess stability, loyalty, and mutation thresholds.


Class Roles:
All citizens of Abyros are categorized according to role. These classes define their responsibilities and privileges within guild society.

  • @Adventurer : Primary delvers. Combatants, mages, and support operatives trained for Dungeon survival and relic recovery.

  • @Guild Master : Leaders of each guild. Chosen through rank, trial, or political force. Nearly all are Rank S.

  • @Smith : Gearcrafters, forgemasters, and enchanting engineers. Vital to field readiness and internal economy.

  • @Archivist : Lorekeepers, spell theorists, dungeon cartographers. Often Rank D or C, with special guild clearance.

  • @Warden : City defense operatives and Dungeon containment specialists. Guild-affiliated but cross-trained.

  • @Broker : Independent or guild-aligned middlemen who handle relic trade, black market dealings, and political contracts.

  • @Rogue Adventurer : Unaffiliated delvers. High risk, high value, often hunted or hired depending on alignment.

  • @Civilian : Non-combatants and basic citizens. Protected by guild laws, but powerless in guild decisions.


Rank Evaluation Methods:

  • Magical Resonance Index (MRI scan)

  • Dungeon Descent Record (DDR)

  • Combat Behavior Log (CBL)

  • Relic Handling Certification

  • Guildmaster Signoff (Rank B and above only)


Rank Impacts:
Higher ranks gain:

  • Access to deeper Dungeon floors

  • Right to command lower-ranked teams

  • Priority access to gear, spells, and housing

  • Political influence within guild territory

Failure to maintain mental stability or relic discipline at higher ranks may result in Forced Demotion, Containment, or Reassignment to Mutation Labs.

You don't survive the Dungeon to level up. You level up to try surviving the Dungeon.