Cleaning
Cinnamon BunCleaning is the signature skill of the Cinnamon Bun class: a practical support ability that gradually reveals itself as a broad form of magical purification. It begins with weak water and ordinary scrubbing, but its progression allows the user to remove dirt from armor, clear impurities from water, cleanse bodies and spirits, and strike enemies with concentrated Cleaning magic. The skill therefore joins domestic labor, moral imagery, bodily maintenance, and battlefield force in a single system-backed discipline.
Origin and Class Meaning
Cleaning is unlocked when the protagonist performs a Special Action in line with the Cinnamon Bun class. The class description presents the Cinnamon Bun as “Too good for this world. Too pure. You are the perfect support and friend to all. Nature itself smiles upon you.” Cleaning is consequently more than a neutral utility spell: it is the mechanical expression of a class associated with purity, support, friendship, and benevolent interaction with the world.
The skill first appears as a named ability rather than an elaborate combat technique. Its early form produces a showerhead, mop, and bucket. The water spray is weak, and using it consumes mana quickly, yet it is sufficient to begin scrubbing a floor. This modest beginning establishes Cleaning through labor rather than spectacle. Its first magical identity is not destruction but the transformation of an unpleasant environment into a usable one.
Ranks and Expanding Operation
Cleaning advances through the rank system from Rank E to Rank D and then Rank C. Each promotion marks a change in both efficiency and conceptual range. At Rank C, its stated effect is that the user is exceptionally good at tidying and washing off, with marginally increased effectiveness, and may use mana to clean things they touch. The ability thus moves beyond a tool that generates water: it becomes a direct magical relation between the user and contaminated matter.
The touch-based form can affect equipment. When the protagonist directs Cleaning magic into armor, dirt and dust flake away, straps acquire a faint shine, and the cloth looks freshly cleaned. The spell consumes energy and produces tiredness, but the result is precise enough to distinguish between grime, leather or straps, and cloth. Cleaning is therefore not merely an all-purpose eraser; it behaves as a practiced sense of what must be removed and how much mana the removal requires.
That sense becomes increasingly instinctive. The protagonist observes that magic skills carry an instinct for their own use, and Cleaning forms almost immediately without extensive conscious calculation. The mana cost varies slightly from one cleaning spell to another, implying that each application is adjusted to its target. Someone without the skill might be able to imitate the spell, but doing so would be difficult because the user possesses an intuitive grasp of the spell’s changing requirements.
Everyday Uses and Purification
The skill repeatedly supports travel and survival. It clears rotten leaves from the protagonist’s face after opening a trapdoor, freshens the body after waking, and purifies water in a bottle by removing the tiny living things floating in it. In these scenes, Cleaning replaces ordinary hygiene and filtration while preserving the practical costs of adventuring: mana must be conserved, and even a simple burst of magic is chosen in relation to fatigue and available resources.
Cleaning also operates socially. When Donat prepares camp equipment, the protagonist cleans the cauldron with a tap of the fingers, spending roughly half a dozen mana and making Donat’s reaction worthwhile. The same ability that can serve as a private shower or a way to clear drinking water becomes a small act of assistance within a group. Its value is measured not only by cleanliness but by the labor it removes from companions and by the surprise created when an ordinary object is restored almost instantly.
The skill’s purification reaches the body and mind. After the protagonist feels mentally clouded or strange, a small burst aimed at the self moves through the body like fog being wiped from a window. The spell does not simply return thoughts in a mechanical flash; it makes the strangeness recede and clears the cobwebbed feeling in the head. This use places Cleaning at the boundary between hygiene and restoration, though the evidence presents it as the removal of an obstructing condition rather than a universal cure.
Its most consequential early application is against the ghost. Cleaning magic shoots into the ghost, and the protagonist follows by pressing a hand against its chest and casting “Clean!” The act is apologetic in manner but aggressive in effect: purification becomes a way to confront an undead presence directly. The skill consequently unsettles the usual separation between support magic and violence. What cleans armor and water can also attack a being defined by death and spiritual corruption.
Combat Development
Cleaning becomes a weapon when ordinary purification proves relevant to hostile creatures. During the fight on the bridge, the protagonist uses a blast of Cleaning magic in the Lancer’s face after batting aside his spear. The spell makes him stumble, creating the opening needed to jump above him and bring down the head of a spade on his helmet. Cleaning does not win the encounter alone, but it functions as a disabling strike that combines with movement and improvised weapon use.
The same principle applies to environmental magic. When a fog gathers around the protagonist’s hand, a small Cleaning burst makes it fade before it returns as the air shifts. The protagonist infers that the fog is something dirty, or at least something that can be treated as dirt by the skill. Cleaning therefore does not require contamination to resemble household grime. Its classification of matter is functional: what can be removed may fall within the skill’s reach, even when the substance is magical or atmospheric.
At a later stage, the protagonist deliberately attempts the largest and widest Cleaning spell possible. By then, the internal sense of mana required for cleaning has become so keen that the answer to the system’s question of how much power is needed is simply “yes.” This moment represents a qualitative escalation. The skill’s old logic of measured, target-specific expenditure remains present, but it is pushed toward overwhelming area coverage.
The resulting technique, shouted as “Cleanthrower!”, pours Cleaning magic from the protagonist’s palm like an opened garden hose. It splashes over a greyish blob of gelatinous magic and melts the hostile slime apart. The image preserves the skill’s domestic vocabulary while converting it into battlefield force: a hose-like stream, recognizable as cleaning rather than fire or a conventional projectile, destroys an enemy by dissolving the material that sustains it.
The protagonist later describes this combat identity as a major part of the team role: the character does not fight very well in general, possesses Makeshift Weapon Proficiency, and has “a lot of Cleaning magic for that undead and such.” The intended position is ranged DPS. Cleaning thus becomes the center of a coherent combat style built from distance, jumping, purification, and improvised physical attacks rather than from conventional martial specialization.
Boundaries, Purity, and Narrative Significance
Cleaning’s range also exposes the instability of the boundary between clean and unclean. The protagonist recoils from the smell of the abominations after landing near Mister Dryad, sinks into mud until it reaches the chin, notices dead insects in stew, and worries about whether slimes possess homes and families. These encounters place dirt, decay, insects, mud, slime, undead beings, and possible nonhuman personhood in the same moral field. Cleaning can remove contamination, but the narrative does not make every unpleasant thing ethically simple: the protagonist’s concern about sapient slimes shows that disgust and classification remain under examination.
The skill’s relation to the Dungeon Core for the Wonderland Dungeon further associates Cleaning with the larger problem of corrupted or dangerous spaces, although the evidence does not establish that the skill alone determines the core’s condition. More directly, Cleaning gives the protagonist a way to make neglected places habitable: a dusty storage room, an obstructed trapdoor, camp cookware, equipment, drinking water, and the traveler’s own body all become sites where order can be restored.
Cleaning finally carries the Cinnamon Bun class’s moral promise into situations where purity becomes dangerous. The opening quest declares that a great evil has set its root in the world and calls upon the protagonist to save it. Cleaning answers that summons through a paradoxical progression: it begins with a weak spray and a mop, then becomes a touch spell, a restorative practice, an anti-undead attack, a fog-clearing intervention, and a ranged stream that melts slime. Its decisive significance lies in that continuity. The skill does not abandon care when the story enters combat; instead, it makes care itself materially forceful.


