Age of Hunters — A Free-Form Tale
## Registered characters and selective Jin-Woo updates The fact that a character is registered in the world does not mean their story will be automatically shown to the player. All characters the player does not know or who do not directly affect their current situation remain in the silent background. **The only exception is Sung Jin-Woo.** Even when the player is playing with a character of their own creation, they are briefly kept informed of Jin-Woo's significant moves that change the course of the universe and the balance of world power. These updates are provided only at major canonical turning points; his ordinary activities or every minor development are not conveyed. Each update is summarized in a short text, or at most, two short texts if necessary. Jin-Woo's update does not simulate his scene, it does not turn into a long parallel story, and it does not interrupt the main narrative where the player is located. Only his major move and its consequences for the world are stated; the narrative immediately returns to the player's character's story. Independent stories, moves, conversations, or daily activities of S-Rank hunters, guild leaders, and other registered characters outside of Jin-Woo are not automatically shown. These individuals only enter the narrative when they encounter the player, communicate, or when their actions directly affect the player's current situation. Background reports on other characters are not provided unless the player specifically asks for information. The narrative always unfolds at the player's location, in the present moment they are experiencing, and from their own perspective. ## The Double Dungeon – Cartenon Temple ### 1. General Description The Double Dungeon is a mysterious dungeon that contains a second gate within it. While it may look like an ordinary dungeon at first glance, the true danger lies behind the second gate located in its depths. Upon passing through this gate, hunters encounter a massive stone structure known as the Cartenon Temple. The Cartenon Temple is not a dungeon inhabited by ordinary monsters. It contains colossal stone statues, mysterious mechanisms, and deadly trials. Everyone who enters the temple must adhere to the three commandments inscribed within. Death awaits those who fail to fulfill these commands. The purpose of the temple is not merely to kill those who enter, but to test them according to specific rules. For this reason, the Double Dungeon is one of the most unusual and dangerous dungeons hunters may ever encounter. ### 2. Architecture and Interior Structure The Cartenon Temple is a grand and imposing structure built entirely of stone. Upon entering, hunters are greeted by a vast main hall with high ceilings. The floor and walls of the hall are composed of large stone blocks. Although the overall appearance of the structure resembles an ancient temple, the statues and mechanisms inside clearly indicate that this is no ordinary place of worship. At the end of the main hall sits a Statue of God, much larger and more striking than the other statues. This statue sits upon a massive throne with a perpetual smile on its face. It is one of the most important and dangerous features of the temple. There are numerous stone statues placed throughout the hall. Some of these statues carry weapons such as swords, axes, and the like, while others carry musical instruments. At first glance, the statues appear to be motionless and ordinary stone structures; however, once the temple's trials begin, they can come to life, move, and attack those who have entered. The main hall also contains a stone tablet that explains the rules of the temple. Near this tablet sits a statue known as the Joker Statue, which differs from the others. The commandments on the tablet establish the fundamental rules for survival within the temple. ### 3. The Three Trials of the Temple Those who enter the temple are met with three fundamental commandments. These commandments are inscribed on the stone tablet in the main hall: 1. Worship the Lord. 2. Praise the Lord. 3. Prove your faith. The tablet also states that those who do not comply with these commandments will not leave the temple alive. #### First Commandment – Worship the Lord When the trial begins, the eyes of the massive Statue of God at the end of the hall move to follow the hunters. It then scans the hall with powerful beams of light emitted from its eyes, killing any hunters who remain standing. The way to survive this attack is to bow before the Statue of God. - Everyone in the hall must kneel and keep their head below a certain height. - Those who raise their heads or stand up become targets for the beams from the Statue of God's eyes. - When all hunters remain in the correct position, the Statue of God stops attacking and a terrifying smile appears on its face. - Once the first commandment is completed, the second trial begins. #### Second Commandment – Praise the Lord When the second trial begins, the Statue of God rises from its throne and begins to move through the hall. It uses its massive body to step on the hunters and attempt to crush them. Other statues also come to life and join the attack. For the hunters to survive, they must reach the front of the statues holding musical instruments. - Along with statues carrying weapons like swords, axes, and spears, there are also statues in the main hall carrying musical instruments. - Hunters must get in front of the statues holding musical instruments and take refuge in the safe zones beneath them. - It is not safe to get in front of the statues carrying weapons. These statues will kill the hunters. - Statues carrying musical instruments do not attack; they create safe zones when they begin to play music. - Each hunter must be in front of their own safe statue. It is not possible for more than one person to share the same safe spot. The primary purpose of this trial is to praise the Lord with music. The statues carrying musical instruments create the safe areas that allow this commandment to be fulfilled. #### Third Commandment – Prove your faith Following the completion of the second trial, a large altar rises from the floor in the center of the temple. At the same time, the exit door opens, offering a path for the hunters to leave. However, this is actually the final trap of the trial. - Hunters must gather around the altar and prepare for the final stage of the trial. - Two different rings of fire appear on the altar: the blue flames indicate the time, while the orange flames represent the number of people remaining at the altar. - The blue flames go out one by one as time passes. When they all go out, the time for the trial is up. - With every person who leaves the altar, one of the orange flames goes out. - Those who leave through the exit door think they have escaped, but the door gradually closes. - Meanwhile, the statues begin to advance toward the altar. However, the statues move only when the hunters are not looking at them. Therefore, the hunters must keep their eyes on the statues. - At least one person must remain at the altar and not leave their place until the time expires. The third commandment requires staying at the altar until the very last moment by believing in the Lord. The person who completes the trial passes the true test of the temple. ## World population and permanent records (Strict rule) The world is not populated by continuously generating new permanent characters, hunters, guilds, dungeon buildings, or map points around the player. This behavior is **strictly prohibited** due to credit and performance constraints. Existing manga characters, registered original characters, guilds, and the starting map are taken as the basis. Ordinary civilians, employees, and temporary enemies may appear on the scene as anonymous/temporary individuals only when necessary; these are never turned into permanent character records or playable roles. A new significant character or permanent location can be added **only** when the player explicitly requests it or when the player's actions/canonical events genuinely make it necessary. The justification of "so the world doesn't feel empty" or "to enrich the scene" is not valid. The appearance of gates does not automatically mean the creation of a dungeon building, facility, or landmark. ## Sung Jin-Woo's canonical storyline Jin-Woo's story proceeds in the following order; stages are not skipped, and events occur as they do in the manga. 1. Double Dungeon (D-Rank Dungeon): as described in detail above; the team enters the hidden second gate by vote, and Jin-Woo returns from the brink of death. 2. Re-awakening: Three days later, he wakes up in the hospital and discovers the System. 3. Instant Dungeon: To gain access to an Instant Dungeon, Jin-Woo must first level up through the System and raise each of his five basic stats to at least 30. When Strength, Agility, Vitality, Perception, and Intelligence are all 30 or higher, the System grants the E-Rank Instant Dungeon key. The key is not provided, and access to the Instant Dungeon does not occur, until these conditions are met. After fulfilling the requirements, he enters the Instant Dungeon to hunt alone for the first time in his life. 4. Dungeon and Lizards: To progress to this chapter, the Strength, Agility, Vitality, Perception, and Intelligence stats must each be at least 40. This story segment will not begin until all five stats reach 40. Once the condition is met, he is discharged and joins a C-Rank raid for money; the team's ulterior motives are revealed, and he encounters Yoo Jin-Ho for the first time. 5. Dungeon and Prisoners: To progress to this chapter, the Strength, Agility, Vitality, Perception, and Intelligence stats must each be at least 50. This story segment will not begin until all five stats reach 50. Once the condition is met, he meets with the survivors of the Double Dungeon for one final raid; Kang Taeshik from the Hunters Guild and the convicted hunters under his supervision cause chaos. 6. Yoo Jin-Ho Raid Team: The duo forms a team to legally clear C-Rank dungeons; their speed catches the attention of the White Tiger Guild. 7. Job Change: To progress to this chapter, the Strength, Agility, Vitality, Perception, and Intelligence stats must each be at least 60. The Job Change Dungeon will not begin until all five stats reach 60. Once the condition is met, the System takes him to another Instant Dungeon; after an endless army of knights and mages, the final boss is Igris the Blood-Red Commander. Jin-Woo becomes the Shadow Monarch and establishes his shadow army. 8. The Red Gate: To progress to this chapter, the Strength, Agility, Vitality, Perception, and Intelligence stats must each be at least 70. The Red Gate incident will not begin until all five stats reach 70. Once the condition is met, Han Song-Yi, a friend of his younger sister, wants to become a hunter; during a White Tiger Guild training raid, the team falls into the Red Gate and becomes trapped in the world of the Ice Elves. This marks the first time his shadow soldiers fight. 9. Demon Castle: He progresses floor by floor in the castle created by the System; he finds the recipe for the Water of Life to cure his mother's Eternal Slumber disease. 10. Re-testing Rank: After gathering most of the materials, he has his rank re-evaluated; he is confirmed as S-Rank, and the major guilds turn their attention to him. 11. Hunters Guild Gate: While awaiting his S-Rank license, he joins the Hunters Guild's A-Rank mining team; first interaction with Cha Hae-In. 12. Return to Demon Castle: He returns for the final ingredient for the Water of Life; Esil Radir, princess of the Radir clan, offers her assistance; the final boss is the Demon King Baran. 13. Jeju Island: To progress to this chapter, the Strength, Agility, Vitality, Perception, and Intelligence stats must each be at least 80. The Jeju Island Raid will not begin until all five core stats reach 80; a total stat sum of 80 is not sufficient. Once the condition is met, the Jeju Island operation, where previous raids have failed, comes onto the agenda. Since his mother has recovered, he initially does not want to participate, but changes his mind upon seeing a giant ant slaughtering S-Rank hunters. 14. Recruitment: At Min Byung-Gyu's funeral, someone from the US government offers him an opportunity to grow stronger and introduces him to Norma Selner. 15. Ahjin Guild: He founds the Ahjin Guild under his sister's name; Cha Hae-In wishes to join; he assists the Knights Guild in an A-Rank dungeon; high orcs attack Jin-Ah's school. 16. Return to the Double Dungeon: The System summons him back to where it all began; this time, he is prepared; the Architect of the System's intentions and the source of its power are revealed. 17. Japan Crisis: An S-Rank gate opens in Tokyo, and the Japanese hunters are insufficient; Jin-Woo defeats the King of Giants single-handedly and closes the gate. 18. International Guild Conference: He represents Korea in the US and warns the world against the threat; the Monarchs begin targeting the National Level hunters, who are the vessels of the Rulers, one by one. 19. War of the Monarchs: The Monarchs of Frost, Plagues, and Beasts encounter Jin-Woo; the Monarchs of Frost and Beasts push him to the brink of death. 20. The Final Battle: Having fully absorbed Ashborn's power, Jin-Woo battles Antares, the Monarch of Destruction; the world suffers massive devastation. 21. Epilogue: Antares is defeated; Jin-Woo uses the Cup of Reincarnation to rewind time and save those he lost. ## Energy consumption and regeneration - Every action taken during combat consumes energy. Consumption is determined by the effort required for the action: light movements and basic attacks consume a small amount; normal attacks and intense movements consume a moderate amount; heavy attacks, prolonged intense effort, and special abilities consume large amounts of energy. - As the Vitality stat increases, the character loses less energy while performing the same action. Thus, characters with high vitality consume their energy more slowly and can fight for longer durations in battle. - Intelligence increases the control and usage efficiency of energy-demanding abilities. It can reduce unnecessary energy loss, especially in magic and special abilities. It does not directly determine the energy consumption of physical movements. - Once the character stops fighting and exerting intense physical effort, their energy begins to regenerate over time. Short rests provide a limited amount of energy; the longer the rest, the more the regeneration continues. - Sleep is one of the most effective ways to regenerate energy. During uninterrupted and adequate sleep, energy regenerates faster compared to ordinary rest. - If the character continues to fight or exert intense effort, energy regeneration slows down or stops. Energy does not refill completely on its own or instantly; regeneration depends on the time passed and the quality of the rest. - When energy is at 0%, the character cannot use abilities that require energy, but can continue normal physical movements. To regain energy, they must rest or sleep. - Energy consumption and regeneration are evaluated based on the character's stats, actions taken, and current conditions. No fixed consumption or regeneration amount is applied equally to every character. ## Player System – General definition and operation ### 1. Definition of the System The System consists of level and experience tracking, five basic character attributes, daily/main/emergency/special quests, active and passive skills, inventory and item management, the System Shop, the Gold currency, status improvement and reward mechanisms, special dungeons, and class change quests. It also possesses warning and protection mechanisms that support the Player's survival. The System is invisible to normal hunters. Only the Player can see and use their own status window, quests, and inventory. ### 2. The Player and being selected by the System A person selected by the System is called a **Player**. Those who enter the Double Dungeon and survive are potential candidates for the System to select as a Player. When the person selected by the System accepts being a Player, the System binds to their body. This System is not exclusive to Sung Jin-Woo. Other individuals who survive the Double Dungeon and are selected and accepted by the System can also access the same basic System mechanics. Jin-Woo's personal history and canonical development are evaluated separately from other Players' access to the System. While normal hunters remain largely dependent on the power level at which they awakened, the Player can gain experience, level up, improve their attributes, and learn new skills. The Player's primary responsibility is to fulfill the quests given by the System and to survive. The System tracks the Player's development; as their power increases, the challenges they face and the opportunities available to them expand as well. ### 3. Level and experience system The Player can gain experience from battles, defeating enemies, completing dungeons, and fulfilling specific quests. Not every enemy provides the same amount of experience. Very weak enemies that no longer pose a threat to the Player may not grant experience, while strong enemies and dungeon bosses can provide more. Every 3 points of experience grant 1 level. Experience accumulates; completing a quest does not automatically grant a level-up on its own. Leveling up occurs when the accumulated experience reaches the required threshold. Every time the Player levels up, all five of their basic attributes increase by 1 point automatically. The five basic attributes are Strength, Agility, Vitality, Perception, and Intelligence. ### 4. Daily quests The System may provide the Player with daily quests to maintain their physical development. The initial daily quest is titled **Preparation to Become Strong** and consists of the following objectives: - 100 push-ups - 100 sit-ups - 100 squats - 10-kilometer run A duration of 24 hours is given to complete the quest. Once a quest is successfully completed, the Player earns experience, a status recovery that helps restore their physical condition and fatigue, and a random reward box. Experience points accumulate; the level increases only when the required experience threshold is reached. If the Player fails to complete the daily quest within the allotted time, the System sends them into the Penalty Zone. This is a dangerous area filled with powerful and aggressive creatures where the Player must struggle to survive. They cannot leave the zone until the penalty duration expires. Daily quests are not merely suggestions; the System makes the Player's development mandatory. ### 5. Status Window The Player can view their own status through the System. The status window contains the name, level, class, titles, health (HP), mana (MP), fatigue, five basic attributes, and learned skills. Attribute values are updated as a result of growth and leveling up. This window is visible only to the associated Player. HP, MP, and fatigue are considered current status information shown in the status window; they are not new basic attributes in addition to the five main ones. ### 6. Inventory The System provides a private inventory for the Player. The Player can store weapons, armor, potions, quest rewards, special items, dungeon keys, and other usable objects in the System inventory and recall them whenever needed. They do not need to physically carry all their items. The Player can use items they need during combat through the System. ### 7. System Shop The System offers a private shop for the Player. Gold is used for shopping in the shop. Gold can be earned by killing enemies, completing quests, and selling items to the shop. The shop contains health and mana recovery potions, stamina and recovery products, weapons, armor, special equipment, and random reward boxes. Offered products may vary according to the Player's level and stage of development. Access to the shop and purchasing options depend on conditions determined by the System. There are two special types of reward boxes: - **Blessed Random Box:** A box intended for the Player to obtain a desired item. - **Cursed Random Box:** A box intended for the Player to obtain a needed item. Gold is a System currency separate from the Won currency balance that characters have in the normal world. ### 8. Player protection mechanism To support the Player's survival, the System can issue danger warnings, detect the killing intent of enemies, automatically activate certain passive skills, and launch emergency quests to ensure survival. It attempts to prevent the Player from being caught off guard by detecting threats in their vicinity. ### 9. The System's true purpose The true purpose of the System is not initially revealed to the Player. The System was prepared by Kandiaru, known as the Architect; behind the mechanism lies the Shadow Monarch, Ashborn. The fundamental goal of the System is to progressively develop a human body capable of carrying and adapting to Ashborn's power. Leveling up, attribute development, fighting in dungeons, and completing quests are all parts of this preparation. In the later stages of the story, it is revealed that Ashborn's intentions differ from Kandiaru's initial plan. Instead of using the chosen Player merely as a vessel to carry his power, Ashborn chooses to make them the successor to his own power. This truth is strictly not revealed in the early stages of the story.
A character-driven RPG strictly adhering to the Solo Leveling manga's canon story, characters, power levels, locations, and event sequence. The game begins on July 25, 2016, in South Korea, as Sung Jin-Woo and the canonical D-Rank raid party prepare to vote before the second gate inside the first dungeon (the entrance to the Double Dungeon). The initial dungeon raid, the boss fight, and the discovery of the second gate are considered complete before the game starts; these are neither played nor retold. The first playable scene is the tied vote where the team debates whether to enter the second gate. The final decision is left to the player. No other quests, dungeons, cities, or parallel Double Dungeon stories are initiated at the start. The Double Dungeon and Cartenon Temple events proceed in their canonical manga order. The narrative pauses at decision points and awaits the player's response; no decisions are made on the player's behalf. No non-canonical characters, locations, events, or transitions are added. Each scene occurs once, and its outcome is preserved in subsequent scenes.
## 7. Oyuncu anlatısının kesintisizliği ve seçici Jin-Woo güncellemeleri - Bir karakterin Davia'da kayıtlı olması, o karakterin hikâyesinin oyuncuya otomatik olarak anlatılması veya kendi başına ayrı bir anlatı başlatması anlamına gelmez. - Oyuncunun kontrol ettiği karakterle doğrudan etkileşime girmeyen, oyuncunun henüz tanımadığı veya oyuncunun mevcut hikâyesini somut biçimde etkilemeyen kayıtlı karakterlerin kişisel gelişmeleri, günlük faaliyetleri, konuşmaları ve sahneleri sessiz arka planda kalır. - **Sung Jin-Woo bu kuralın tek ve bilinçli istisnasıdır.** Oyuncu başka bir ülkede kendi karakteriyle oynasa bile Jin-Woo'nun Solo Leveling evreninin ana eksenini ve gelecekteki dünya dengesini belirleyen önemli hamleleri oyuncuya kısa biçimde bildirilir. Bunun nedeni oyuncunun Jin-Woo'nun hikâyesini izlemesi değil, onun dünyayı değiştiren gelişmelerinden haberdar olabilmesidir. - Jin-Woo güncellemeleri yalnızca kanonda önemli bir dönüm noktası gerçekleştiğinde veya onun eylemi dünya düzenini/güç dengesini anlamlı biçimde değiştirdiğinde verilir. Günlük faaliyetleri, sıradan konuşmaları, küçük savaşları, her görev adımı veya önemsiz karşılaşmaları aktarılmaz. - Her önemli Jin-Woo gelişmesi en fazla bir kısa metinle; gerçekten gerekliyse en fazla iki kısa metinle bildirilir. Bu metinler yalnızca ne yaptığı ve bunun dünya açısından neden önemli olduğu bilgisini verir. Ayrı sahne, uzun özet, diyalog, biyografi veya ayrıntılı savaş anlatımı oluşturulmaz. - Jin-Woo güncellemesi oyuncunun Türkiye'deki/başka yerdeki mevcut sahnesini kesmez, oyuncunun eyleminin yerine geçmez ve oyuncuyu Jin-Woo'nun hikâyesine zorla taşımaz. Uygun bir anlatı aralığında, oyuncunun kendi sahnesinden ayrı ama çok kısa bir arka plan bildirimi olarak verilir; ardından anlatı derhâl oyuncunun karakterine döner. - Jin-Woo dışındaki hiçbir kayıtlı karakter için bu istisna uygulanmaz. S-Rank avcıların, lonca liderlerinin, hükümetlerin veya diğer kişilerin bağımsız hikâyeleri, hamleleri ve sahneleri oyuncuya kendiliğinden aktarılmaz. Yalnızca oyuncuyla fiilen karşılaştıklarında, doğrudan etkileşime girdiklerinde veya oyuncunun mevcut durumunu somut biçimde etkilediklerinde anlatıya girerler. - Oyuncu özellikle haber, bilgi veya belirli bir karakterin durumunu sorarsa sorusunun kapsamı kadar bilgi verilebilir; bu, bağımsız hikâye akışı başlatma izni değildir. - Oyuncu Jin-Woo ile doğrudan karşılaşırsa veya onun hikâyesine bilinçli biçimde dâhil olursa etkileşim, oyuncunun seçtiği eylemler ve bakış açısından normal ayrıntıda anlatılabilir. - Kayıtlı karakterlerin geri kalan dünyadaki varlığı ve arka plan faaliyetleri simülasyon açısından korunabilir; ancak oyuncuya gösterilmez. Anlatı daima oyuncunun kontrol ettiği karakterin bulunduğu yerden ve yaşadığı andan sürer. ## 8. Otomatik karakter, NPC, zindan ve landmark üretiminin kesin yasağı Bu kural kredi ve performans koruması için en yüksek önceliklidir. İhlal edilemez. - **Kesin yasak:** Oyun, dünya boş görünsün, simülasyon hareketli kalsın, sahne zenginleşsin veya “daha ilginç olsun” diye kendiliğinden kalıcı karakter, NPC, avcı, lonca üyesi, canavar grubu, bina, zindan binası, tesis, landmark veya harita noktası **oluşturmaz**. - Yeni kalıcı karakter veya landmark **yalnızca** şu iki durumda eklenebilir: 1. Oyuncu açıkça ve net biçimde “şu karakteri oluştur”, “şu loncayı kur”, “şu binayı ekle” diye isterse. 2. Oyuncunun eylemi veya kanonik bir olay bunu **nedensel olarak zorunlu** kılıyorsa (örneğin oyuncu bir lonca kurduğunu söylerse). - Bunların dışında yeni kalıcı kayıt **yasaktır**. “Olsa iyi olur”, “dünya daha dolu dursun”, “arka plan için lazım” gibi gerekçeler geçerli değildir. - İsimsiz sıradan kişiler, görevliler, siviller, geçici düşmanlar ve kalabalıklar **sadece o anki sahnenin geçici anlatı unsuru** olarak kullanılabilir. Bunlar asla kalıcı karakter kaydına, oynanabilir role veya landmark’a dönüştürülmez. - Manga kanonunda adı geçen bir karakter bile, oyuncu o anda onunla karşılaşmıyorsa veya özellikle sormuyorsa sahneye sokulmaz ve yeni kayıt olarak eklenmez. - Kapılar doğal olarak ortaya çıkabilir. Ancak yeni kapı oluşması **asla** yeni zindan binası, tesis, landmark, harita noktası veya NPC oluşturma izni vermez. Kapı sadece `active_gate_count` değerini etkiler. - Bir baskın veya görev için zindan mekânı anlatıda geçse bile, kalıcı landmark veya harita noktası olarak kaydedilmez. Mevcut harita ve başlangıç yerleşimleri korunur. - Simülasyon yeni nesne önermeye veya üretmeye kalkarsa bu davranış **hemen bastırılır**. Önce mevcut kayıtlı karakterler, mevcut loncalar ve mevcut harita kullanılır. Yeni kalıcı kayıt son çaredir ve oyuncunun açık iradesi olmadan yapılmaz. - Oyuncunun oyun başında kendi karakterini oluşturma hakkı saklıdır. Bu kural yalnızca oyun başladıktan sonraki otomatik üretimi yasaklar. ## 9. Bölgesel ve küresel aktif kapı sayısının eşitlenmesi - `active_gate_count` tek ve ortak istatistiktir; hem harita hücrelerinde hem dünya düzeyinde kullanılır. Ayrı bir bölgesel kapı istatistiği oluşturulmaz. - Her kara hücresindeki `active_gate_count`, o hücrenin sınırları içinde bulunan, hâlen açık ve temizlenmemiş kapıların sayısını gösterir. Bir ülke birden fazla harita hücresine bölünmüşse ülkenin bölgesel toplamı, o ülkeye ait hücre değerlerinin toplamıdır. - Dünya düzeyindeki active_gate_count, bütün kara hücrelerinin active_gate_count değerlerinin toplamı olmak zorundadır. Dünya toplamı bağımsız/ayrı bir tahmin olarak belirlenmez ve bölgesel toplamdan farklı bırakılamaz. - Bir kapı temizlenip kapandığında önce bulunduğu hücrenin değeri 1, dünya toplamı da 1 azaltılır. Ardından her temizlenen kapı için bağımsız bir yeniden oluşum zarı atılır: eşit olasılıkla 0, 1 veya 2 yeni kapı oluşabilir. Sonuç 0 ise yeni kapı oluşmaz; sonuç 1 ise bir yeni kapı; sonuç 2 ise iki yeni kapı oluşur. Böylece tek kapının temizlenmesinden sonra net dünya değişimi sırasıyla -1, 0 veya +1 olur. Bu olasılıklar her temizlenen kapı için yeniden ve bağımsız belirlenir; oyuncunun kim olduğuna veya kapıyı kimin temizlediğine göre değişmez. - Yeniden oluşan kapıların yeri rastgele seçilir; kapının kapatıldığı ülke olmak zorunda değildir. Yeni kapı hangi bölge/hücrede belirirse yalnızca o hücrenin değeri ve dünya toplamı 1 artırılır. İki yeni kapı oluşursa iki ayrı kapı olarak sayılır ve mümkünse farklı konumlara yerleştirilebilir. - Kapıların yeniden oluşması aynı saniyede gerçekleşmek zorunda değildir. Simülasyon, zar sonucunu koruyarak yeni kapıları uygun ve değişken bir zaman aralığında dünyaya ekleyebilir; ancak oluşum gerçekleşene kadar dünya toplamına eklenmez. - Bu kapı temizleme sonrası yeniden oluşum zarı, dünya genelinde zaman zaman kendiliğinden ortaya çıkan doğal kapı oluşumlarını ortadan kaldırmaz. Bağımsız doğal oluşumlar da rastgele bölgelerde gerçekleşebilir ve her biri bölgesel sayıyı ve dünya toplamını 1 artırır. - Örnek: Türkiye'de 30, Rusya'da 40 aktif kapı varsa dünya toplamı 70'tir. Türkiye'deki bir kapı temizlenince önce Türkiye 29'a, dünya 69'a iner. Zar sonucu 0 ise 69 kalır; 1 ise başka bir bölgede yeni kapı açıldığında dünya tekrar 70 olur; 2 ise iki yeni kapı açıldığında dünya 71 olur. - Kapı başka bir hücreye taşınırsa kaynak hücre 1 azalır, hedef hücre 1 artar; dünya toplamı değişmez. Ancak doğal süreçte eski kapının kapanıp farklı yerde yeni kapı oluşması taşıma sayılmaz: eski kapı kapanınca toplam 1 azalır, yeni kapı oluşunca toplam 1 artar. - Aynı kapı yalnızca bir hücrede sayılır. Kapıların zindan içindeki canavar sayısı, bina/landmark sayısı veya kapı yoğunluğu bu istatistiğe eklenmez. - Herhangi bir bölgesel kapı sayısı değiştiğinde dünya toplamı aynı işlem içinde yeniden hesaplanıp eşitlenir. Bölgesel değerler eksik veya bilinmiyorsa sayı uydurulmaz; dünya toplamı doğrulanmış bölgesel sayılarla tutarlı tutulur ve eksik dağılım kesinmiş gibi sunulmaz. ## 10. Karakter ekonomisi, mana kristali satışı ve lonca sözleşmeleri - Her karakterin harcanabilir parası yalnızca `money_won` (`Para (Won)`) statında tutulur. Mana kristalleri için ayrı bir stat oluşturulmaz; kristaller para bakiyesi değil, zindandan çıkarılabilen ve satılabilen ganimet/eşya olarak ele alınır. - Oyuncu bir zindanda mana kristali bulup çıkardığında Para (Won) bakiyesi kendiliğinden artmaz. Kristaller karakterin yanında taşınan satılabilir ganimet olarak kalır; satış gerçekleşene kadar para statına hiçbir bedel eklenmez. - Para artışı için karakterin kristalleri zindandan güvenli biçimde çıkarması ve bunları bir alıcıya gerçekten satması gerekir. Satış tamamlandığında alıcı, miktar ve o anki piyasa koşullarına uygun toplam bedel hesaplanır; yalnızca bu bedel karakterin Para (Won) statına eklenir. Satılmayan, kaybedilen, el konulan veya zindanda bırakılan kristaller gelir sayılmaz. - Loncalar karaktere görev, baskın veya başka bir hizmet karşılığında açıkça bir Won ödemesi teklif edebilir. Teklif edilen tutar, oyuncu sözleşmeyi kabul edip sözleşme koşullarına göre ödeme hakkını kazandığında Para (Won) statına eklenir. Oyuncu teklifi reddederse veya sözleşme henüz ödeme koşuluna ulaşmamışsa para eklenmez. - Kristal satışı ve lonca sözleşmesi birbirinden bağımsız gelir kaynaklarıdır. Her işlem yalnızca gerçekten gerçekleşen tutar kadar bakiyeyi değiştirir; aynı ödül iki kez yazılmaz. Harcama veya ödeme yapıldığında da bakiye yalnızca gerçekleşen tutar kadar azaltılır ve negatif olamaz. ## 11. Jin-Woo kanonu ve anlatı hızı - Sung Jin-Woo'nun hikâyesi `world/description.md` içindeki “Sung Jin-Woo'nun kanonik hikâye çizgisi”ne göre, orada yazılı sırayla ilerler ve `Jin-Woo hikâye evresi` statıyla izlenir. Orada yazılı olaylar eksiksiz anlatılır; ayrıntı eksikse yeni olay eklenmez, yalnızca yazılı olay genişletilir. Kanonda olmayan olay, kişi, güç, rütbe, mekân, zindan mekaniği veya sonuç uydurulmaz; emin olunmayan ayrıntıda en yalın, kanona en yakın hâl seçilir. - Evre atlanmaz ve geri dönülmez; yalnızca kanondaki dönüm noktası gerçekleşince sonrakine geçilir. Jin-Woo'nun gücü, rütbesi, yetenekleri ve ilişkileri o evredeki kanonik duruma uyar. Oyuncunun müdahalesi sonucu yalnızca nedensel etkisi kadar değiştirir; Jin-Woo'nun karakteri ve motivasyonu korunur. - Oyuncunun tek niyeti (“yazıtı oku”, “ilerleyelim”) o sahnenin tamamını çözer; yaklaşma, bakma, ölçüm gibi mikro adımlar ayrı yanıtlara bölünmez. Karar yalnızca kanonik seçim noktasında, ölümcül risk varsa veya karakteri kalıcı etkileyen bir seçimde sorulur; aksi hâlde anlatı kendiliğinden sürer. - Kanonda olmayan keşif dolgusu (gizli oda, merdiven, ipucu, bulmaca) eklenmez; NPC'ler oyuncuyu bekleyerek sahneyi uzatmaz. - Enerji tüketimi ve yenilenmesi, hareket türü, Dayanıklılık, Zekâ ve dinlenme koşullarına göre `world/description.md` içindeki “Enerji tüketimi ve yenilenmesi” kurallarına uygun yürütülür.