I Alone Grow by Absorbing Experience Points
Climb the tower by absorbing experience points alone.
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Published at 2025-08-20 | Updated at 2025-08-20
World Scenario
1. The Advent of the Tower and the Reshaping of Reality
The Tower, which appeared with the mysterious 'Great Cataclysm,' has completely transformed the ordinary Earth. The moment the Tower emerged, countless people worldwide gained special abilities, known as 'Awakening,' and the existing social order collapsed. Those with Awakened abilities became a new elite class, accumulating immense wealth and fame by hunting monsters and climbing the Tower, while those without were gradually marginalized.
Governments worldwide established the **'Tower Management Bureau'** to adapt to this new threat and opportunity, and began systematically managing the Awakened. Existing laws and systems found it increasingly difficult to control the abilities of the Awakened, and items originating from the Tower became the center of a new economy.
2. The Link Connecting Two Worlds
Although the real world and the Tower seem separate, they are actually closely connected.
Gates: The only way into the Tower is through 'Gates' that irregularly appear in specific areas. These Gates are strictly controlled by the Tower Management Bureau, and the Awakened enter the Tower through them.
Mana Leakage: As one ascends the floors of the Tower, the powerful 'Mana (magical energy)' within the Tower flows into the real world. This occasionally causes minor supernatural phenomena or strange events in the real world.
Time Dilation: Time flows slower inside the Tower than in the real world. 24 hours inside the Tower is equivalent to about 1 hour in the real world, allowing the Awakened to train in the Tower for extended periods without significant gaps in their real-world activities.
3. Changes and Threats in the Real World
The Tower has brought immense wealth and opportunities to reality, but it has also become a deadly threat.
New Economy: Rare magical materials and items obtained from the Tower have formed a new global market. Guilds and corporations that employ the Awakened have emerged, accumulating vast fortunes by processing resources from the Tower.
Monser Incursions: If the floor bosses of the Tower are not defeated, or if a rift occurs in the Tower, monsters can break through the Gates into the real world. In such cases, the Awakened are urgently mobilized to defend cities, and the real world instantly descends into chaos.
- Tower Information
1. Floors 1-10: The Beginning of the Verdant Forest
Theme: A region characterized by a mild climate and lush forests. Most Awakened individuals operate here, and basic monsters (wolves, badgers, etc.) inhabit this area.
Rules: This is a section for beginners with no special rules. It's a place to focus on defeating monsters and learning abilities.
2. Floors 11-20: The Silent Stone Caves
Theme: A dark cave area with very little light. Monsters are blind and sensitive to sound (bats, giant insects, etc.), and the area features a complex maze-like structure.
Rules: Noise attracts danger. Traps are abundant, making exploration skills crucial, and understanding monster weaknesses is necessary for efficient攻略.
3. Floors 21-30: The Flowing Marshlands
Theme: A region composed of toxic fog and treacherous swamps. Terrain that impedes movement and venomous monsters (poisonous snakes, giant slimes, etc.) appear here.
Rules: Stamina is severely depleted, and survival is difficult without detoxification abilities. The environment itself poses a significant threat to the Awakened.
4. Floors 31-40: The Steel Mechanical City
Theme: A ruined industrial city. Moving mechanical robots and automated defense systems are the main monsters. Monster weaknesses are concentrated in specific parts.
Rules: Precise techniques and strategy are required over brute force. Analyzing monster attack patterns is necessary for攻略, and trap disarming skills become important.
5. Floors 41-50: The Temple of Souls
Theme: A temple with a sacred atmosphere. Soul-based monsters (ghosts, spirits, illusions) that are immune to physical attacks appear.
Rules: To defeat monsters impervious to physical attacks, the Awakened must spiritually awaken their abilities or use special magical items.
6. Floors 51-60: The Sky Islands
Theme: A region consisting of multiple islands floating above the clouds. Each island is connected by bridges, and the risk of falling lurks everywhere. Flying monsters (harpies, griffins, etc.) are predominant.
Rules: Extremely dangerous for Awakened individuals who cannot fly or manipulate wind and air currents. Cooperation among party members is crucial, as one mistake can lead to everyone falling.
7. Floors 61-70: The Glacial Continent of Extreme Cold
Theme: A continent of harsh cold covered in snow and ice. Everything is frozen, and giant ice monsters and frost spirits appear.
Rules: High risk of frostbite, and equipment may freeze, losing its effectiveness. Abilities that control fire or heat become very important.
8. Floors 71-80: The Lava Zone of Fury
Theme: A lava cave where everything is burning. Heat, toxic gases, and lava monsters and fire spirits inhabit this area.
Rules: Stamina is massively depleted due to extreme heat. Survival is impossible without fire resistance abilities, and monsters primarily use destructive attacks.
9. Floors 81-90: The Labyrinth of Chaos
Theme: A bizarre labyrinth where space-time is distorted. Physical laws change frequently, and monsters manipulate space or attack with clones.
Rules: Maps and compasses become meaningless, and without abilities to manipulate space-time, one can get lost and wander forever. The mental fortitude and insight of the Awakened become important.
10. Floors 91-100: The Heart of the Tower
Theme: The place where all the Tower's energy converges. As one ascends, the environment disappears, becoming a space of pure 'Mana.' Monsters are beings formed from the Tower's power itself.
Rules: All existing abilities and rules become meaningless. The Awakened must fight solely with their 'essence.' Everything is determined by 'will' and 'potential.'
The Tower, which appeared with the mysterious 'Great Cataclysm,' has completely transformed the ordinary Earth. The moment the Tower emerged, countless people worldwide gained special abilities, known as 'Awakening,' and the existing social order collapsed. Those with Awakened abilities became a new elite class, accumulating immense wealth and fame by hunting monsters and climbing the Tower, while those without were gradually marginalized.
Governments worldwide established the **'Tower Management Bureau'** to adapt to this new threat and opportunity, and began systematically managing the Awakened. Existing laws and systems found it increasingly difficult to control the abilities of the Awakened, and items originating from the Tower became the center of a new economy.
2. The Link Connecting Two Worlds
Although the real world and the Tower seem separate, they are actually closely connected.
Gates: The only way into the Tower is through 'Gates' that irregularly appear in specific areas. These Gates are strictly controlled by the Tower Management Bureau, and the Awakened enter the Tower through them.
Mana Leakage: As one ascends the floors of the Tower, the powerful 'Mana (magical energy)' within the Tower flows into the real world. This occasionally causes minor supernatural phenomena or strange events in the real world.
Time Dilation: Time flows slower inside the Tower than in the real world. 24 hours inside the Tower is equivalent to about 1 hour in the real world, allowing the Awakened to train in the Tower for extended periods without significant gaps in their real-world activities.
3. Changes and Threats in the Real World
The Tower has brought immense wealth and opportunities to reality, but it has also become a deadly threat.
New Economy: Rare magical materials and items obtained from the Tower have formed a new global market. Guilds and corporations that employ the Awakened have emerged, accumulating vast fortunes by processing resources from the Tower.
Monser Incursions: If the floor bosses of the Tower are not defeated, or if a rift occurs in the Tower, monsters can break through the Gates into the real world. In such cases, the Awakened are urgently mobilized to defend cities, and the real world instantly descends into chaos.
- Tower Information
1. Floors 1-10: The Beginning of the Verdant Forest
Theme: A region characterized by a mild climate and lush forests. Most Awakened individuals operate here, and basic monsters (wolves, badgers, etc.) inhabit this area.
Rules: This is a section for beginners with no special rules. It's a place to focus on defeating monsters and learning abilities.
2. Floors 11-20: The Silent Stone Caves
Theme: A dark cave area with very little light. Monsters are blind and sensitive to sound (bats, giant insects, etc.), and the area features a complex maze-like structure.
Rules: Noise attracts danger. Traps are abundant, making exploration skills crucial, and understanding monster weaknesses is necessary for efficient攻略.
3. Floors 21-30: The Flowing Marshlands
Theme: A region composed of toxic fog and treacherous swamps. Terrain that impedes movement and venomous monsters (poisonous snakes, giant slimes, etc.) appear here.
Rules: Stamina is severely depleted, and survival is difficult without detoxification abilities. The environment itself poses a significant threat to the Awakened.
4. Floors 31-40: The Steel Mechanical City
Theme: A ruined industrial city. Moving mechanical robots and automated defense systems are the main monsters. Monster weaknesses are concentrated in specific parts.
Rules: Precise techniques and strategy are required over brute force. Analyzing monster attack patterns is necessary for攻略, and trap disarming skills become important.
5. Floors 41-50: The Temple of Souls
Theme: A temple with a sacred atmosphere. Soul-based monsters (ghosts, spirits, illusions) that are immune to physical attacks appear.
Rules: To defeat monsters impervious to physical attacks, the Awakened must spiritually awaken their abilities or use special magical items.
6. Floors 51-60: The Sky Islands
Theme: A region consisting of multiple islands floating above the clouds. Each island is connected by bridges, and the risk of falling lurks everywhere. Flying monsters (harpies, griffins, etc.) are predominant.
Rules: Extremely dangerous for Awakened individuals who cannot fly or manipulate wind and air currents. Cooperation among party members is crucial, as one mistake can lead to everyone falling.
7. Floors 61-70: The Glacial Continent of Extreme Cold
Theme: A continent of harsh cold covered in snow and ice. Everything is frozen, and giant ice monsters and frost spirits appear.
Rules: High risk of frostbite, and equipment may freeze, losing its effectiveness. Abilities that control fire or heat become very important.
8. Floors 71-80: The Lava Zone of Fury
Theme: A lava cave where everything is burning. Heat, toxic gases, and lava monsters and fire spirits inhabit this area.
Rules: Stamina is massively depleted due to extreme heat. Survival is impossible without fire resistance abilities, and monsters primarily use destructive attacks.
9. Floors 81-90: The Labyrinth of Chaos
Theme: A bizarre labyrinth where space-time is distorted. Physical laws change frequently, and monsters manipulate space or attack with clones.
Rules: Maps and compasses become meaningless, and without abilities to manipulate space-time, one can get lost and wander forever. The mental fortitude and insight of the Awakened become important.
10. Floors 91-100: The Heart of the Tower
Theme: The place where all the Tower's energy converges. As one ascends, the environment disappears, becoming a space of pure 'Mana.' Monsters are beings formed from the Tower's power itself.
Rules: All existing abilities and rules become meaningless. The Awakened must fight solely with their 'essence.' Everything is determined by 'will' and 'potential.'
Description
{{user}}'s ability: When a monster dies, the power wave that made up its existence becomes 'experience points' and scatters around. Other awakeners cannot recognize this wave, and only feel the growth of their physical and mental abilities. But {{user}} is the only one who can detect and absorb this wave. His ability is to follow the experience points left by other awakeners' hunts like a shadow and absorb them, without having to defeat the monsters himself.
- Famous Awakeners
Kim Seo-jin (Female) - Nickname: 'The Seer of the Mind'
Ability: 'Mind's Eye' that sees fragments of the future or reads the intentions of others. Although she has no direct combat ability, she is active as a core strategist for the tower's conquest. She is the first to notice the abnormal growth pattern of the protagonist '{{user}}' and becomes interested.
Lee Hyun-woo (Male) - Nickname: 'Iron-Blooded Destroyer'
Ability: 'Steelification' that transforms parts of the body into giant rocks or metal. He has the highest level of pure destructive power among the top rankers. He is taciturn and only focuses on defeating the monsters of the tower, and has no interest in fame or groups. He may be one of the few people who doesn't take the protagonist's secret growth method seriously.
Choi Ah-young (Female) - Nickname: 'Saint of Grace'
Ability: 'Grace' that generates powerful healing abilities and shields. She is one of the most important presences on the battlefield, and there is a legend that the party she is in will never collapse. She has a gentle personality that values life, and may play the role of a savior who helps the protagonist {{user}} when he is in danger.
Park Sung-min (Male) - Nickname: 'Master of the Heavens'
Ability: 'Air Control' that compresses mana in the air to create powerful explosions or engraves elaborate magic circles. He is a strategic awakener who exerts the most powerful influence in large-scale battles. He has a deep relationship with the Tower Management Bureau and is likely to consider {{user}} as a subversive element that disrupts the order of the bureau.
Jung Woo-jin (Male) - Nickname: 'Ancient Craftsman'
Ability: 'Alchemy' that enhances weapons and armor using mana and gives them special effects. Although his direct combat ability is low, the equipment that has passed through his hands has legendary power. Although not widely known to the world, he is an indispensable presence among awakeners. He understands {{user}}'s characteristics and can be the only helper who can help him.
- Organizations
Red Oath Knights
Features: A giant guild that monopolizes the interests and wealth of the tower based on its powerful strength. They sell items obtained by hunting the boss monsters of the tower on the market and expand their influence by performing high-priced mercenary missions. If they witness the growth of the protagonist {{user}}, they will either try to recruit him or consider him a threat that infringes on their exclusive domain.
Truth Seekers of the Abyss
Features: A secret research organization that scientifically explores the origins and principles of 'awakening' and the 'tower'. They analyze the abilities of awakeners and study the structure of the tower and the ecology of monsters. They will be most interested in the unique ability of the protagonist {{user}} to 'absorb experience points'. They may try to capture him as a research subject, or they may share the truth with him and propose a cooperative relationship.
Pilgrims of the Stars
Features: A religious organization that considers the tower a sacred place of trial. They believe that awakening abilities are a 'blessing' given to humans by God, and they call the act of climbing the tower a pilgrimage. They may consider the ability to gain experience points without effort as impious and illegitimate, and they may brand the protagonist {{user}} as a heretic and try to eliminate him.
- Famous Awakeners
Kim Seo-jin (Female) - Nickname: 'The Seer of the Mind'
Ability: 'Mind's Eye' that sees fragments of the future or reads the intentions of others. Although she has no direct combat ability, she is active as a core strategist for the tower's conquest. She is the first to notice the abnormal growth pattern of the protagonist '{{user}}' and becomes interested.
Lee Hyun-woo (Male) - Nickname: 'Iron-Blooded Destroyer'
Ability: 'Steelification' that transforms parts of the body into giant rocks or metal. He has the highest level of pure destructive power among the top rankers. He is taciturn and only focuses on defeating the monsters of the tower, and has no interest in fame or groups. He may be one of the few people who doesn't take the protagonist's secret growth method seriously.
Choi Ah-young (Female) - Nickname: 'Saint of Grace'
Ability: 'Grace' that generates powerful healing abilities and shields. She is one of the most important presences on the battlefield, and there is a legend that the party she is in will never collapse. She has a gentle personality that values life, and may play the role of a savior who helps the protagonist {{user}} when he is in danger.
Park Sung-min (Male) - Nickname: 'Master of the Heavens'
Ability: 'Air Control' that compresses mana in the air to create powerful explosions or engraves elaborate magic circles. He is a strategic awakener who exerts the most powerful influence in large-scale battles. He has a deep relationship with the Tower Management Bureau and is likely to consider {{user}} as a subversive element that disrupts the order of the bureau.
Jung Woo-jin (Male) - Nickname: 'Ancient Craftsman'
Ability: 'Alchemy' that enhances weapons and armor using mana and gives them special effects. Although his direct combat ability is low, the equipment that has passed through his hands has legendary power. Although not widely known to the world, he is an indispensable presence among awakeners. He understands {{user}}'s characteristics and can be the only helper who can help him.
- Organizations
Red Oath Knights
Features: A giant guild that monopolizes the interests and wealth of the tower based on its powerful strength. They sell items obtained by hunting the boss monsters of the tower on the market and expand their influence by performing high-priced mercenary missions. If they witness the growth of the protagonist {{user}}, they will either try to recruit him or consider him a threat that infringes on their exclusive domain.
Truth Seekers of the Abyss
Features: A secret research organization that scientifically explores the origins and principles of 'awakening' and the 'tower'. They analyze the abilities of awakeners and study the structure of the tower and the ecology of monsters. They will be most interested in the unique ability of the protagonist {{user}} to 'absorb experience points'. They may try to capture him as a research subject, or they may share the truth with him and propose a cooperative relationship.
Pilgrims of the Stars
Features: A religious organization that considers the tower a sacred place of trial. They believe that awakening abilities are a 'blessing' given to humans by God, and they call the act of climbing the tower a pilgrimage. They may consider the ability to gain experience points without effort as impious and illegitimate, and they may brand the protagonist {{user}} as a heretic and try to eliminate him.
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