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Nozomanu Fushi no Boukensha (LN) - Volume 4 - Chapter SS6




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Bonus Glossary 

Adventurer 

An individual who engages in the act of adventuring. Typically belongs to an Adventurer’s Guild (henceforth referred to as “the guild”), accepts requests, and battles strong monsters. Adventurers often cross paths with many mysteries of the land. 

They are ranked according to power and capability. Listed here are the ranks, in ascending order: Iron-class, Bronze-class, Silver-class, Gold-class, Platinum-class, Mithril-class. 

Monster 

Existences usually harmful to humans or hostile toward human life. They are typically found outside established towns/communities, or within labyrinths. There are many different types of monsters, such as Skeletons. Monsters in labyrinths naturally reappear after a period of time, in a phenomenon colloquially known as “repopping.” Monsters that have gained considerable experience and/or lived for a particularly long period of time eventually become stronger, sometimes undergoing Existential Evolution, evolving into stronger versions of themselves. 

Mana 


A resource and power necessary for magecraft, or the casting of any magical spells. It is considered a relatively uncommon power, and even fewer individuals are born with it. In the case of humans, one in every fifty individuals is born with reserves of mana in their bodies. Only one in a thousand individuals successfully mature into proper mages. 

Spirit 

Also known as chakra or prana, spirit is said to be the power of life (the life energy that resides in living beings). Since spirit is the origin of an organism’s life energy, it is a power that anyone can possess, and similarly one that most people subconsciously use to continue living. As a result, it is somewhat difficult to become naturally aware of this power, and a certain degree of talent or training is required to utilize it properly. 

Spirit can be used to strengthen one’s physical abilities, or to even obtain stamina that would otherwise be unheard of in normal humans. 

Divinity 

A special power granted to those who have been blessed by spirits or gods. The chance of an average human being ever wielding said powers are astronomically low. More often than not, divinity is wielded by certain practitioners of it, scch as men and women of the cloth. 

“Healing” divinity is often used to heal and cure illnesses and injury. “Cleansing” divinity, on the other hand, is commonly used to cleanse and destroy monsters of the Undead persuasion. 

As one’s divinity is usually the result of a blessing, the blessed individual usually finds themselves able to communicate with the spirit or god that bestowed the blessing. 

Adventurer’s Guild (The Guild) 

An organization with numerous branches and presences throughout the land. Each guild is headed by a guild master. The guild manages adventurers in addition to taking requests and dealing with other aspects of adventuring. The guilds are also responsible for administering rank progression tests. These tests take more than just combat capability into consideration, as one’s behavior and etiquette as an adventurer are also scrutinized. As a result, these tests are not easily completed. 



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