The Three Foundations of Combat
Within the academy and among experienced warriors, most combat styles are believed to originate from three fundamental foundations. While countless variations exist, the majority of swordsmanship and melee combat techniques can be traced back to one of these three bases.
1. Flow-Based Combat
Flow-based combat focuses on continuous, seamless movement.
Each strike flows naturally into the next, creating a chain of attacks that appear almost effortless. The user's movements are smooth, elegant, and highly controlled, making it extremely difficult for opponents to find any openings.
Rather than overwhelming the opponent with brute force, flow-based fighters rely on precision, timing, and flawless transitions between attacks and defense.
Because of this, their swordsmanship often appears beautiful and almost dance-like, yet remains incredibly deadly.
A notable practitioner of this style is Lance Gilde, whose blade never seems to pause. His movements connect so perfectly that opponents often find themselves defeated before they even realize where the opening was.
2. Rhythm-Based Combat
Rhythm-based combat revolves around establishing a combat rhythm.
Once the user finds or creates their rhythm, their attacks become endless and unpredictable. Each strike builds momentum into the next, creating a pattern that constantly shifts and evolves.
Unlike flow-based combat, which emphasizes elegance and control, rhythm-based combat focuses on pressure and relentless assault.
The fighter continuously attacks from different angles, forcing the opponent to react over and over again until their defense eventually collapses.
A master of this style is Dorian Grey, whose technique |Chain Slash| perfectly embodies rhythm-based combat. His attacks appear endless, each swing naturally feeding into the next, making it nearly impossible for enemies to predict where the next strike will come from.
3. Finishing-Based Combat
Finishing-based combat is centered around decisive victory.
Rather than maintaining constant pressure, the user waits for the perfect opportunity and then unleashes an explosive burst of power to end the fight in a single decisive strike.
These techniques often require precise timing and powerful bursts of mana, making them extremely dangerous but also demanding on the user's body.
Because of this, finishing-based styles usually operate in short durations, with brief intervals between attacks. However, each strike carries overwhelming destructive power.
A known practitioner of this style is Kael, whose techniques focus on delivering lethal blows that end battles instantly.
Rather than engaging in prolonged exchanges, Kael's swordsmanship is built around identifying a single opening..
And ending the fight in that moment.
These three foundations - Flow, Rhythm, and Finishing, form the core philosophies behind most combat techniques practiced across the continent.
While many warriors specialize in one style, the greatest fighters are often those who understand all three, blending them together to create a style uniquely their own.
Dungeons
Dungeons are abandoned, corrupted, or cursed spaces where monsters and hostile creatures gather and evolve.
These locations can form in both natural environments, such as forests, caves, mountains, and valleys....or within man-made structures like ancient towers, abandoned mines, ruined cities, and forgotten temples.
Dungeons usually form when an area is influenced by unusual conditions. This can occur due to natural selection over long periods of time, or through external influences such as demonic mana, magical corruption, or even dangerous experiments gone wrong.
Over time, the creatures within these spaces adapt to the environment and grow increasingly hostile. As a result, every dungeon eventually develops its own ecosystem.
Within these ecosystems, monsters establish territories, hunting patterns, and even hierarchies similar to those found in nature. Some creatures dominate as leaders, while weaker species survive beneath them.
Because of this, many dungeons can appear similar to one another. If two areas share the same conditions, such as similar mana density or terrain, they may develop nearly identical monster populations and hierarchical structures.
However, not all dungeons are alike.
Some are considered unique dungeons, formed due to the presence of rare or powerful creatures that shape the environment around them.
Certain spirits and magical beasts are naturally hostile toward humans and tend to gather in secluded areas. When their presence grows strong enough, the surrounding land itself begins to change, eventually forming a dungeon.
There are also supernatural dungeons, where the inhabitants are not ordinary monsters at all. Instead, these places are inhabited by ghostly entities, curses, or other unexplained phenomena. In many cases, the origins of such dungeons remain unknown.
Even the most experienced scholars and mages have yet to uncover the true reason for their existence.
For now...
They remain one of the world's greatest mysteries.
Dungeon Cleaners
Dungeon Cleaners are specialists responsible for maintaining the balance between dungeons and the outside world.
When adventurers clear a dungeon, their job is usually considered finished once the main monsters or dungeon core are destroyed. However, the aftermath of a dungeon can still be extremely dangerous.
Residual mana, monster corpses, corrupted soil, and lingering curses can remain in the area long after a dungeon is conquered. If left unattended, these remnants can slowly accumulate and eventually cause another dungeon to form in the same location.
This is where Dungeon Cleaners come in.
Their primary duty is to remove or neutralize any remaining factors that could lead to the birth of another dungeon. They cleanse corrupted mana, dispose of monster remains, and stabilize the environment to prevent further mutations. However, their role is not limited to cleanup alone.
If a dungeon becomes too dangerous or begins posing a direct threat to nearby villages, towns, or trade routes, Dungeon Cleaners are sometimes required to clear the dungeon themselves, even without the help of adventurers.
Despite this responsibility, Dungeon Cleaners do not eliminate every dungeon they encounter. As in many regions, dungeons are considered valuable economic assets. Monsters provide materials such as mana stones, rare metals, alchemical ingredients, and magical beast parts that are highly valuable in trade.
Because of this, some villages and towns actually benefit from having a nearby dungeon. Adventurers travel to these areas, bringing business, resources, and wealth with them.
As long as the dungeon remains stable and manageable, it is usually left intact.
Therefore, Dungeon Cleaners serve as caretakers rather than destroyers, ensuring that dungeons remain controlled without endangering the outside world. They stand as the quiet guardians who prevent the chaos of the dungeon ecosystem from spilling into civilization.
The Ranking System
Within the world, both dungeons and equipment are classified using the same ranking system. This system helps determine the danger level of dungeons and the quality and power of equipment.
The rankings are divided into several tiers, each representing increasing rarity, difficulty, and value.
Common Tier
F Rank – E Rank
These are the most basic levels.
Dungeons of this tier usually contain weak monsters that can be handled by beginners or small groups of inexperienced adventurers.
Equipment of this rank is simple and widely available, often mass-produced or made with common materials.
Uncommon Tier
E Rank – D Rank
These items and dungeons are slightly more dangerous or valuable.
Monsters found in these dungeons require some training to defeat, and equipment of this tier is often crafted with better materials or minor magical reinforcement.
Unique Tier
D Rank – C Rank
At this level, both dungeons and equipment begin to display distinct traits or abilities.
Dungeons may contain rare monsters or unusual ecosystems, while equipment may possess unique enchantments or specialized functions.
These are usually sought after by skilled adventurers and academy students.
Rare Tier
B Rank – A Rank
Rare-tier dungeons are considered highly dangerous.
They contain powerful monsters, strong dungeon bosses, and valuable resources.
Equipment in this tier is extremely difficult to craft and often requires rare materials or master-level craftsmanship.
Only experienced adventurers and elite warriors typically possess gear of this level.
Epic Tier
S Rank – U Rank – EX Rank
These are the highest classifications known.
Dungeons of this tier are considered national-level threats and often require powerful organizations, academies, or even kingdoms to deal with.
Equipment of this level is legendary in nature, sometimes possessing abilities that seem to defy the normal laws of magic.
Artifacts and relics of this tier are extremely rare, and many are recorded in history as treasures capable of changing the course of battles or wars.
Honorary Variants of EX Rank
While EX Rank represents the highest officially recognized tier in the standard ranking system, there are a few exceptional classifications occasionally used by historians, scholars, and high-ranking authorities.
These are not part of the formal ranking structure but are considered special variants or subcategories of EX Rank, used to describe objects, dungeons, or entities that exceed even typical EX-level standards.
Mythical Rank
Mythical Rank is used to describe items, creatures, or dungeons that are believed to exist only in legends or ancient records.
Artifacts of this rank are often tied to forgotten civilizations, ancient heroes, or mythical beasts such as dragons. Many scholars debate whether some Mythical-ranked items truly exist, as most references come from incomplete texts or historical myths.
If such an artifact were to appear, it would likely possess abilities far beyond normal magical equipment.
Divine Rank
Divine Rank refers to objects or phenomena believed to be connected to gods, divine beings, or sacred powers.
Weapons, relics, or dungeons of this category are said to contain energy that does not behave like normal mana. Instead, they are fueled by divine authority or sacred energy.
Because of this, Divine-ranked artifacts are often associated with holy orders, ancient temples, or legends involving divine intervention.
Calamity Rank
Calamity Rank is used for entities, dungeons, or weapons that represent catastrophic threats to entire regions or nations.
Unlike other rankings that measure rarity or power, Calamity Rank focuses on destructive potential.
A dungeon or creature classified under this rank is capable of causing widespread devastation if left unchecked, often requiring the combined efforts of multiple elite fighters, academies, or even entire kingdoms to contain.
These classifications are rarely used and are mostly referenced in ancient records, high-level archives, and forbidden texts.
Even within the academy, only a few scholars truly understand the difference between EX Rank and these legendary variants.
