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Solo Leveling: Reawakening
Start here
This is the order things happen in. Every underlined term opens that page on the map, so you can dip into detail and come straight back.
You do not need to read it all. If you are already levelling, jump to the step you are on.
Becoming a Hunter
01
Find the Evaluator
Get a class, a style and a rank
Any level
Nothing in the mod opens until you are measured. Look for a Hunter Rank Evaluator and use it. The rolls three things: your , your style within that class, and your .
Class and style can both be rerolled as many times as you like before you accept. Your rank cannot be rerolled — so if you are chasing a specific rank, your only lever is the world settings that control the odds.
Take your time here. Accepting is what grants your first abilities, and nothing is handed out until you do.
Reroll class and style freely — it costs nothing
Rank is fixed once rolled, so accept deliberately
Nothing is granted until you press accept
02
Clear your first gates
Learn the loop, and meet the temple
E and D rank gates
are rifts that open into instanced dungeons. Each carries a from E to S, and the rank tells you how hard what is inside will hit.
Start at the bottom. E and D gates exist to teach you the loop: go in, clear it, take the reward, come out. Mine any you find - Silk Touch preserves the deposit and Fortune increases the yield.
Watch your . It builds as you fight and it does not care that you were winning.
Keep going and the will find you - it is guaranteed to appear within your first three gates, and it is the next step.
Start with E and D gates, not what looks impressive
Fortune increases mana crystal yield
Fatigue builds while you fight
The Cartenon summons arrives within 3 gates
Becoming a Player
03
Claim the System at the Cartenon Temple
Lose to the Statue of God on purpose
Within your first 3 gates
Getting a job at the Evaluation made you a Hunter. The is what makes you a Player, and it is guaranteed to appear within your first three gates - so this happens early, ready or not.
When the summons is up, hold crouch on the ground for two seconds to answer it. Particles confirm it is counting; releasing resets it.
Then fight and lose. That is the intended outcome. The temple will not actually let you die on this first visit - the killing blow is intercepted and the System asks whether you want to become a Player instead. Say yes and you are pulled back to the overworld, awakened.
Not ready? Hold crouch for four seconds to withdraw. The summons re-opens and you lose nothing.
Guaranteed within your first 3 gates
Hold crouch 2 seconds to answer the summons
You are meant to lose - the killing blow becomes the awakening offer
Hold crouch 4 seconds to withdraw and try later
04
Learn what you actually have
Read your new panel and your first skills
Once the System is yours
Now that the System is yours, press N to open the panel. This is where everything lives: your stats, your skill points, your quests and your class information.
Your style decides your native ability tree, not just a damage bonus. A running one style plays nothing like the same class running another. Read your style page before you spend anything.
To fight: R toggles combat mode, and 1 through 8 use whatever ability is equipped in that slot. Z flips to your second page of equipped skills, so you have sixteen within reach. X, C, V and B are fixed quick keys - Melee, Ruler's Authority, Dash and Aura - and cannot be reassigned. Full list on the page.
R toggles combat mode
1-8 use the ability in that slot; Z flips to page two
X Melee, C Ruler's Authority, V Dash, B Aura - all fixed
05
Level up and spend your points
Turn kills into stats
Ongoing
Every level costs level x 16 + 8 XP, which means the total to reach level N is exactly 8 x N squared. The curve is gentle early and steep late.
Each level gives you 3 skill points to spend in the panel. Points go into Strength, Vitality, Agility, Sense and Intelligence, and what those do depends heavily on how you fight — an Intelligence point is worth far more to a Mage than to a Tanker.
There is a ceiling: the default level cap is 150, and reaching it is what reopens the for the last time.
3 skill points per level
Default level cap is 150
Hitting the cap reopens the Cartenon Temple
06
Make Daily Quests a habit
Free progression, on a timer
Once you are a Player
The System starts setting you . They reset every day and they are the most reliable progression in the mod.
They are not optional in spirit. Failing a daily carries a penalty, and the penalty is designed to be unpleasant enough that you remember it. If your world has punishment switched off in the settings, this is much gentler.
While you are out clearing gates, keep an eye out for — timed objectives that fire mid-dungeon, more often inside and procedural dungeons.
Dailies reset every day
Failing one carries a penalty
Urgent Quests trigger mid-dungeon for extra rewards
Choosing your power
07
Take the Job Change trial
Pick a Vessel and commit
Level 40 by default
At level 40 — adjustable between 20 and 100 in world settings — the becomes available. This is the biggest decision in the mod.
Passing it lets you take a : the inherited power of a Monarch or a Ruler. give you a themed skill tree that unlocks as you level. Rulers hand you their Spiritual Body Manifestation immediately and unlock shared Ruler abilities afterward.
The is the one most people come for — it is the path that lets you from things you kill and build an army out of them.
Level 40 by default, configurable 20-100
Monarchs unlock over time, Rulers start with their manifestation
Shadow Monarch is the extraction path
08
Grow into your Vessel
Unlock the tree you just committed to
Levels 55 through 120
Vessel abilities are level-gated on a shared ladder: 55, 60, 65, 70, 75, 85, 90, 95, 100, and finally 120 for .
If you took the Shadow Monarch, your other axis of growth is the army itself — , , and . Bosses you beat are candidates for extraction.
Alongside this, teach abilities permanently. The important rule: a runestone works even when the ability does not belong to your class or style. Your style decides what you are natively given, not what you are allowed to learn.
Vessel skills unlock at fixed levels from 55 to 120
Runestones ignore class and style restrictions
Shadows grow their own ranks alongside you
The long climb
09
Earn the key, climb the castle
Twenty floors and the Demon King
Secret Quest at level 30+, then the climb
The becomes available from level 30 and is how you get the key to the — a twenty-floor tower that is the mod's long endgame.
The floors escalate. holds Floor 10. Floor 15 puts a genuine choice in front of you at Radiru Castle: make a pact, or take what you want by force. At the summit, Baran waits with Kaiselin.
If you get stuck inside, you are not trapped: /slr stuck returns you to the current floor's entrance and /slr dkc leave abandons the castle while keeping your completed floors.
Secret Quest unlocks at level 30
Twenty floors, with a real choice on Floor 15
/slr stuck and /slr dkc leave get you out safely
10
The far end
Manifestation, the cap, and what is left
Level 120 to 150
is the top of every Vessel tree. For the Shadow Monarch specifically it wants four things at once: level 120, shadow storage usage of 60, Shadow Exchange unlocked, and 10 floors of the Demon King's Castle cleared.
Beyond that sit the things that do not follow the main line. are frozen worlds you cannot simply walk out of. open onto the domains of individual Monarchs. And the hardest fights in the mod — — are waiting whenever you think you are ready.
The climb ends at level 150, which reopens the one last time.
Shadow Manifestation needs all four conditions, not just level 120
Red Gates have no easy exit
Level 150 is the summit and reopens the Cartenon Temple
Every page in the vault, grouped. 151 entries — pick one to open it on the map.