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Chapter 40 - Chapter 40: The Adventurers’ Guild Ranking System (Part 1)

Although the Adventurers' Guild is a loose organization, it spans the entire continent of Teyvat, connecting relations and personnel flow between various nations.

High-rank adventurers are no mere decoration—their rank itself represents status.

The commissions themselves are also divided according to world levels.

There are a total of ten world levels: 0 to 9.

Then there are accumulated rank divisions.

World Level 0

Every adventurer starts with World Level 0. At this point, the commissions they can accept are only odd jobs like deliveries, running errands, washing dishes—basically safe tasks within the city with no danger.

Reference character: Yaoyao

World Level 1

There's no test to go from 0 to 1—you just need to complete enough odd jobs.

Once the World Level reaches 1, slightly dangerous commissions unlock, like deliveries outside the city or sending letters beyond the walls.

Alright, I can't make this up anymore—it's basically just running farther. The roads out of the city have been well-maintained by the authorities, so the chance of something happening…

You can tell how low the incident rate is from the fact that Cid the old uncle ran deliveries for half a year without a single issue.

Reference characters: Arataki Itto's… underlings

World Level 2

Then, after the adventurer rank reaches 25, you take a test. Passing it raises the World Level to 2, which is considered the true start of an adventurer's career.

Only at this point are adventurers really adventurers—before that, they're basically just ordinary people doing part-time jobs.

The test isn't actually difficult—it's just a physical fitness check plus defeating a Slime solo.

Once you have the courage to face weak monsters, Level 2 commissions officially become a little dangerous.

At the very least, you can subjugate Slimes or scout Hilichurl traces. So it counts as going from ordinary person to apprentice adventurer.

Generally, there's no major danger—at most minor injuries.

The burn old uncle got when going to the church counts as one of the heaviest, but after a quick visit to the Cathedral of Favonius for treatment, it was nothing.

Reference characters: Venti, who pretends to be busy and doesn't do real work (Venti: Ehehey, I'm just here to make up the numbers.) Lan Yan (purely in terms of strength).

World Level 3

After apprentice adventurers grind non-dangerous tasks to rank 30, commissions for subjugating monsters and exploring domains automatically unlock.

From this point, all commissions from the Adventurers' Guild become available.

The newbie grace period is over. The Guild's humanitarian efforts stop here.

At this stage, you've truly stepped onto the threshold of professional adventuring—there are many unknowns,

and it's the phase of opening your eyes to the world. This is also the stage where the most adventurers die each year.

The newborn calf isn't afraid of the tiger—monkeys who want to be king challenge the lion and generally end up as "monkey death."

While Cid the old uncle at this stage was still soloing Slimes and honing basic spear techniques.

Seeing the world? Without preparation, what's the difference from courting death?

Reference characters: Ordinary Millelith soldiers

World Level 4

When adventurer rank reaches 35, an assessment arrives.

You need to handle a small Hilichurl tribe alone.

Normally, this means having the combat power to take on ten regular Hilichurls or a large one.

At this point, you've fully become a professional adventurer.

The value of this assessment is completely different from the previous hand-waving ones,

but ironically, the pass rate is higher—because most who couldn't pass already died outside the city.

They count as an important mid-to-low-tier force for a nation.

In the Millelith, they could easily become a squad captain.

Reference characters: Bennett, Gaming, Razor.

 

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