Skill System
Hybrid classless progression. Skill trees grouped by archetype — investment shapes identity without locking players in. Eight trees total: three combat, one survival, four professions, three faction-gated. Max level 30, 29 skill points, 2 active skills slotted.
Combat/magic/faction/survival trees: Point-based. 1 skill point per level (levels 2–30). Spend freely across any non-faction tree. Faction trees require realm access + faction reputation threshold before first point can be invested.
Profession trees: Proficiency-based. Use the skill to level it — mining levels Excavator, crafting levels Artificer, fishing/foraging levels Pathfinder, trading levels Merchant. No skill points spent. Max proficiency level 100 per profession.
Frequency: Once per 7 days (rolling cooldown, not calendar week).
Cost: 200 Silver × the number of points currently invested across all trees. A 20-point build costs 4,000 Silver to respec. Intentionally meaningful — not punishing, but not trivial.
Scope: Full respec resets all point-based trees simultaneously. Profession levels are never reset — they are permanent. Faction trees reset with the rest on respec, but the faction reputation requirement still applies to reinvest.
Slots: 2 active skills can be slotted at any time. Slotted skills are bound to a dedicated keybind (not a hotbar slot — players choose the keybind in settings). Unslotting and re-slotting is free and instant outside of combat.
Learning vs slotting: Unlocking a skill node makes it available. Slotting it makes it usable. A player may have unlocked 8 actives but can only use 2 at once. This creates meaningful moment-to-moment loadout decisions.
Arcane Mage Path + Void Practitioner: Can be partially invested simultaneously (up to 10 points in each). At the Mastery node (requires 15 points in tree), the player must have zero points in the opposing tree. Mastery is the gate, not initial investment.
Severance Path: Cannot invest a single point if any Void-type enchant is equipped or if any points exist in Void Practitioner. Mirrors the enchantment conflict rule — the Severance's doctrine is total.
A player at level 30 who invests all 29 points into a single tree reaches mastery with 9 points to spare — they will have a clear identity and room to dip into a secondary. A player who spreads evenly across three trees reaches Tier 2 in each — a versatile generalist with no mastery in anything. Both are valid. Neither should feel weak.
Point Budget Reference
| Tree | T1 (nodes 1–5) | T2 (nodes 6–10) | T3 Mastery (nodes 11–15) | Recommended investment |
|---|---|---|---|---|
| Veilsworn Combat | 5 pts — core passives + 1 active | +5 pts — combo system unlocks | +5 pts — keystone abilities | 15–20 pts for a melee main |
| Seam Ranger | 5 pts — precision + terrain | +5 pts — traps + Seep arrows | +5 pts — Void Barrage + headshot mastery | 15–20 pts for a ranged main |
| Arcane Channeler | 5 pts — affinity + lightning | +5 pts — barrier + resonance | +5 pts — Seam Purge + focus mastery | 15–20 pts for a magic main |
| Fracture Survivor | 5 pts — void resistance + health | +5 pts — recovery + terrain | +5 pts — Veteran's Resolve + Scar Tissue | 5–10 pts splash for most builds |
| Faction Trees | 5 pts — T1 unlock (requires faction rep) | +5 pts — core faction abilities | +5 pts — mastery (exclusive at this tier) | 10–15 pts if faction-focused |
Example builds: Melee tank — 20 Veilsworn + 9 Fracture Survivor. Void ranger — 15 Seam Ranger + 9 Void Practitioner + 5 Fracture. Arcane support — 15 Arcane Channeler + 9 Arcane Mage Path + 5 Fracture. Generalist — 10 each in any three trees.
Combat Trees · Point-Based
Shield discipline, coordinated strikes, counter-attacks. The Veilsworn's doctrine of fighting as a unit — every ability rewards playing with allies or punishes enemies for getting close. Identity: controlled, methodical, punishing to face.
| Skill | Type | Cost | CD | Effect | Prereq |
|---|---|---|---|---|---|
| Tier 1 — Foundation (5 pts to unlock T2) | |||||
| Oath-Strike | Passive | 1 pt | — | The first melee attack in each combat encounter deals +20% damage. Resets after 5 seconds out of combat. The Veilsworn's doctrine: every engagement begins with intent. | — |
| Iron Stance | Passive | 1 pt | — | While not moving: +8% damage reduction. Encourages deliberate positioning over constant movement. Does not stack with blocking. | — |
| Shield Bash | Active | 1 pt | 12s | Strike with your shield (or off-hand item), dealing 3♥ damage and applying a 1.5s stun. Short range — must be within 2 blocks. Requires an item in the off-hand slot. | — |
| Formation Sense | Passive | 1 pt | — | +10% damage while an ally is within 6 blocks. Reflects the Veilsworn's unit doctrine — fighting alongside someone makes you better. | Oath-Strike |
| Parry Training | Passive | 1 pt | — | Blocking within 0.5s of receiving a hit (a perfect parry) reduces damage taken to 0 and restores 1♥. Requires practice but rewards it — the Veilsworn teach this before anything else. | Iron Stance |
| Tier 2 — Discipline (10 pts to unlock T3) | |||||
| Oathkeeper's Charge | Active | 2 pts | 20s | Dash up to 6 blocks toward target, dealing 5♥ on impact and applying a 2s taunt (mob focuses the charger). Cannot be used in reverse — only charges forward. Strong opener for group play. | Shield Bash |
| Counter Discipline | Passive | 2 pts | — | After a perfect parry: next melee attack within 3 seconds deals +50% damage. Parry Training is a prerequisite — this is what that training unlocks. | Parry Training |
| Null Ward | Passive | 2 pts | — | Blocking reduces void damage taken by an additional 20%. Specifically addresses the Veilsworn's operational environment — void-heavy enemies are their primary threat. | Iron Stance |
| Weight of the Line | Passive | 2 pts | — | When an ally within 8 blocks takes damage: the player's next attack deals +15% damage and applies a 0.5s slow to the attacker. Reactive — rewards watching allies, not just yourself. | Formation Sense |
| Seam-Hardened Shield | Passive | 1 pt | — | Blocking completely negates the knockback from all mob melee attacks. The Veilsworn hold ground — being pushed is a failure state. | Parry Training |
| Tier 3 — Mastery (15 pts required) | |||||
| Unbroken Line | Keystone | 2 pts | Per combat | Once per combat: when HP drops below 30%, automatically gain 25% damage reduction and +20% damage for 10 seconds. Resets between combat encounters. The Veilsworn's final principle: hold the line. | Counter Discipline + Weight of the Line |
| Veilsworn's Verdict | Active | 2 pts | 45s | Channel 2 seconds (interruptible), then release a massive arcane-void shockwave in a forward cone: 8♥ damage to all enemies hit, push 4 blocks, apply Void Ward to self (8% incoming void reduction, 10s). High-risk high-reward — standing still to channel in combat. | Oathkeeper's Charge + Null Ward |
| Rally | Active | 2 pts | 60s | Emit a Veilsworn rally — all allies within 10 blocks receive +15% damage and 10% damage reduction for 12 seconds. The only team-wide buff skill in the Chapter 1 system. Defining ability for group-focused Veilsworn builds. | Weight of the Line |
Void-terrain navigation, precision shots, traps, and ambush. The Shard's survivors — people who learned to fight in the worst environment imaginable. Identity: patient, dangerous from range, punishes standing still.
| Skill | Type | Cost | CD | Effect | Prereq |
|---|---|---|---|---|---|
| Tier 1 — Field Craft | |||||
| Shard-Eye | Passive | 1 pt | — | First ranged attack after 3 seconds without attacking deals +25% damage. Rewards patience. The Shard trains you to wait for the right moment. | — |
| Terrain Reader | Passive | 1 pt | — | No movement speed penalty in void bleed zones. Seam Rangers learned the terrain the hard way — they know where to step. | — |
| Breach Shot | Active | 1 pt | 15s | Fire a projectile that tears a small void seam at impact — 3♥ AoE in a 2-block radius and a 2-second void bleed patch at the impact point. Crowd control at range. | — |
| Hollow Quiver | Passive | 1 pt | — | All ranged attacks apply the Seep effect on hit (0.5♥/s for 3s, hidden DoT). Works with all bow/crossbow attacks — a passive poison layer on all ranged damage. | Shard-Eye |
| Light Step | Passive | 1 pt | — | Moving through void terrain triggers no sound — player footstep sounds are suppressed in bleed zones. Enables true ambush positioning in void-heavy environments. | Terrain Reader |
| Tier 2 — Hunter's Edge | |||||
| Seam Trap | Active | 2 pts | 30s | Place a void-energy trap at your feet. When a mob steps within 1.5 blocks: 3♥ damage, 3s slow, 1s void bleed. Max 2 traps active simultaneously. Triggered traps are consumed. Excellent for controlling chokepoints. | Terrain Reader |
| Focused Draw | Passive | 2 pts | — | Fully charged shots deal +20% damage. Rewards holding the draw. Pairs with Shard-Eye for a patience-rewarding playstyle. | Shard-Eye |
| Seep Mastery | Passive | 2 pts | — | Seep damage (from Hollow Quiver and other sources) prevents the target from regenerating health for the duration. Anti-healing — critical against high-regen mobs and bosses. | Hollow Quiver |
| Void Navigation | Passive | 2 pts | — | Sprinting through void bleed zones grants a 10% speed boost. Combined with Terrain Reader and Light Step — a Seam Ranger is most dangerous in the terrain that slows everyone else. | Light Step |
| Splinter Shot | Passive | 1 pt | — | On killing a target with a ranged attack: the arrow fragments, dealing 1.5♥ to all enemies within 3 blocks of the kill. AoE clear passive — rewards targeting the right mob first. | Hollow Quiver |
| Tier 3 — Mastery | |||||
| Void Barrage | Active | 2 pts | 60s | Rapid-fire 5 arrows in 2 seconds. Each arrow applies Null Reach slow (2s). Does not consume extra arrows — pure skill activation. Devastating against single targets. One of the highest single-target damage actives in Chapter 1. | Focused Draw + Seam Trap |
| Fracture-Born Aim | Keystone | 2 pts | — | Headshots (top 20% of hitbox) deal +40% damage and apply Void Touched I for 8s. Requires skill to execute — but rewards it comprehensively. The defining passive of a mastery Seam Ranger build. | Focused Draw + Seep Mastery |
| Ghost of the Shard | Passive | 2 pts | — | When no mobs are targeting the player: entering a void bleed zone grants full invisibility for up to 8 seconds. Ends if the player attacks or comes within 4 blocks of a mob. Enables ambush positioning in open-world encounters. | Void Navigation + Light Step |
Lightning strikes, arcane barriers, radiant force, staff abilities. The Arcane Mages' offensive tradition — powerful but structured, rewarding knowledge of mechanics over raw aggression. Identity: high burst, fragile, devastating in the right hands.
| Skill | Type | Cost | CD | Effect | Prereq |
|---|---|---|---|---|---|
| Tier 1 — Channel | |||||
| Arcane Affinity | Passive | 1 pt | — | All Arcane-type enchantments on equipped items are 10% more effective. The Channeler's baseline — their body is attuned to arcane flow in a way most aren't. | — |
| Lightning Strike | Active | 1 pt | 10s | Summon a lightning bolt at the targeted location (up to 12 blocks range), dealing 4♥ AoE in a 2-block radius. Arcs to a second mob within 3 blocks for 2♥. The Channeler's basic offensive ability. | — |
| Static Charge | Passive | 1 pt | — | Each melee attack while holding an arcane-enchanted weapon builds a Static Charge stack (max 3). At 3 stacks: next Lightning Strike deals +50% damage and costs no cooldown. Stacks are consumed on trigger. | Lightning Strike |
| Arcane Barrier | Active | 1 pt | 25s | Absorb the next 6♥ of incoming damage for up to 5 seconds. Visual indicator (arcane shimmer) while active. The Channeler's defensive option — high ceiling, short window. | — |
| Void Clarity | Passive | 1 pt | — | Arcane skills deal +15% damage to void-corrupted entities. The Channeler studies the void to destroy it — they know its weak points. | Arcane Affinity |
| Tier 2 — Resonance | |||||
| Resonant Field | Passive | 2 pts | — | Arcane Smite enchant on equipped weapons has a 25% chance to arc to a second target within 4 blocks (independent of Chain Arc enchant). Stackable damage output for enchanters who focus Arcane. | Arcane Affinity |
| Overcharge | Active | 2 pts | 30s | Supercharge the next Lightning Strike — it hits all mobs within 4 blocks of the target for full damage (no arc reduction) and applies a 2s stun to all hit. Replaces the next Lightning Strike's standard effect. Transforms a single-target into an AoE burst. | Lightning Strike + Static Charge |
| Arcane Recovery | Passive | 2 pts | — | When Arcane Barrier fully absorbs its 6♥ before expiring: the barrier detonates, dealing 3♥ AoE to all enemies within 3 blocks. Rewards taking full hits against the barrier. | Arcane Barrier |
| Seam Sight | Passive | 2 pts | — | Void bleed zones are visible from 50% farther away. In addition, the Channeler passively detects void-corrupted mobs within 12 blocks (directional pulse every 8 seconds). | Void Clarity |
| Channeled Mending | Passive | 1 pt | — | After casting any active skill: restore 1♥. Small self-sustain passive — meaningful over a long fight where the Channeler casts frequently. | Lightning Strike |
| Tier 3 — Mastery | |||||
| Seam Purge | Keystone | 2 pts | 90s | Release a massive arcane detonation at target location (up to 15 blocks). 10♥ damage to void entities, 6♥ to all others in a 5-block radius. Pushes all hit enemies 6 blocks outward. The Channeler's ultimate — high cooldown, highest single-cast damage in the Chapter 1 skill system. | Overcharge + Resonant Field |
| Council's Focus | Passive | 2 pts | — | All active skill cooldowns reduced by 15%. Multiplicative with other CD reduction. The culmination of the Channeler's training — their mind and body move in sync with arcane flow. | Channeled Mending + Seam Sight |
| Radiant Burst | Active | 2 pts | 35s | Emit an instantaneous radiant pulse — 5♥ to all enemies within 6 blocks, apply Blind (2s) to all hit, and push them 3 blocks outward. Excellent panic button and disengage tool. | Arcane Recovery |
Health, stamina, void resistance, and last-stand mechanics. Every player survived the Fracture somehow — this tree represents what that survival cost them and gave them. Identity: hard to kill, environmentally resilient, a foundation for any build.
| Skill | Type | Cost | CD | Effect | Prereq |
|---|---|---|---|---|---|
| Tier 1 — Endurance | |||||
| Void Endurance | Passive | 1 pt | — | Void bleed zone damage reduced by 15%. The first survival skill most players take — the Nexus is surrounded by void terrain, and this matters from day one. | — |
| Seam-Hardened | Passive | 1 pt | — | +2♥ maximum health. Simple and always relevant. Health gained here persists through respawn. | — |
| Fracture Footing | Passive | 1 pt | — | No slowness effect from any void-touched terrain. Void bleed zones, void-touched soil, and seam proximity no longer affect movement speed. | Void Endurance |
| Swift Recovery | Passive | 1 pt | — | Eating food restores +50% more hunger per consumption. Food efficiency — direct reduction in the resource cost of extended exploration or combat sessions. | Seam-Hardened |
| Scar Sense | Passive | 1 pt | — | When below 40% HP: receive a passive 10% damage reduction. The survivor's instinct — the lower the health, the more cautious the body becomes. | Seam-Hardened |
| Tier 2 — Adaptation | |||||
| Second Wind | Active | 2 pts | 120s | Instantly remove all active debuffs (Poison, Wither, Slow, Seep, Void Touched, etc.) and restore 4♥. Emergency panic button. Long cooldown — use it well. | Scar Sense |
| Deep Void Resistance | Passive | 2 pts | — | Void bleed zone damage reduced by an additional 15% (stacks with Void Endurance for 30% total). Reduces the passive damage of The Deep Scar (Infernal Realm major boss) to manageable levels for sustained combat. | Void Endurance + Fracture Footing |
| Unyielding | Passive | 2 pts | — | +2♥ maximum health (stacks with Seam-Hardened for +4♥ total). Additionally: fall damage reduced by 50%. The Fracture warped the terrain — falls are common. | Seam-Hardened + Swift Recovery |
| Broken Ground Mastery | Passive | 2 pts | — | When sprinting through void-touched terrain: +8% speed boost. Combined with Deep Void Resistance — a Fracture Survivor is genuinely more capable in the worst environments than anyone else. | Fracture Footing |
| Iron Stomach | Passive | 1 pt | — | Immunity to Hunger effects from all sources. Cursed enchant Ravenous no longer applies Hunger to the player. Directly counters one of the most powerful Cursed trade-offs. | Swift Recovery |
| Tier 3 — Mastery | |||||
| Veteran's Resolve | Keystone | 2 pts | 5 min | Once every 5 minutes: a killing blow instead leaves the player at 1♥. Does not trigger if the player is already at 1♥. The defining survival keystone — the only thing standing between a player and death at the worst moment. | Second Wind + Unyielding |
| Scar Tissue | Passive | 2 pts | — | Each time Veteran's Resolve triggers: permanently gain +0.5♥ max health. Maximum 3 stacks (+1.5♥). Over time, surviving killing blows makes you harder to kill — the Fracture's survivors did not come back weaker. | Veteran's Resolve |
| Adrenaline | Active | 2 pts | 90s | Trigger a 10-second adrenaline state: +20% movement speed, +15% damage, immunity to all slow effects. Costs 3 hunger bars on activation. The Survivor's offensive option — short and explosive. | Broken Ground Mastery + Scar Sense |
Profession Trees · Proficiency-Based (1–50)
Professions level through use — no skill points required. Each profession has 5 milestone tiers unlocked at proficiency 10/20/30/40/50/60/70/80/90/100. Proficiency cannot be reset. Max proficiency 100 per profession.
Gaining proficiency: Each relevant action (mine a block, craft an item, catch a fish, complete a trade) grants a small proficiency XP amount. The XP required per level increases non-linearly — early levels are fast, 40–50 is a long-term grind.
Proficiency is permanent: Even after a full skill point respec, profession levels are untouched. They represent real accumulated experience, not a build choice.
Soft-block digging — dirt, gravel, sand, clay, soul sand, and soil variants. Rapid terrain reshaping and foundation of large-scale building. For ore and stone, see Miner.
| Level | Unlock | Effect |
|---|---|---|
| Level 10 | Soft-Read | Passively detects ore veins within 4 blocks (subtle directional audio cue). Cannot detect void-touched materials — only standard ore types. |
| Level 20 | Swift Spade | +25% digging speed for all soft blocks. The dedicated digger at level 20 reshapes terrain meaningfully faster than anyone else. |
| Level 30 | Deep Excavation | Shovels and digging tools have a 20% chance to yield a bonus drop from soft blocks (extra sand, gravel, clay, etc). Additionally detects buried artifact caches (pre-Fracture items occasionally found in deep soil layers). |
| Level 40 | Terrain Sense | Passively maps a 10-block radius below the player's feet — hollow spaces and structural anomalies show as a visual overlay while holding a shovel. Invaluable for large build projects and dungeon preparation. |
| Level 50 | Master Excavator | Digging speed becomes +50% total. Occasional discovery of Fracture Buried Caches while digging — sealed pre-Fracture containers with random loot including ancient materials, coins, and lore fragments. One of the few ways to find items from Eryndal's pre-Fracture era. |
| Level 60 | Resonant Dig | Shovel strikes clear a 3×1 tunnel path per swing — each hit breaks the block ahead and the two directly above simultaneously. Transforms deep excavation from a patience exercise into efficient tunnelling. |
| Level 70 | Cache Mastery | Fracture Buried Cache discovery rate doubles. Cache contents shift to a higher loot table — more ancient materials, rarer coins, and a chance at pre-Fracture lore fragments not available through any other source. |
| Level 80 | Shard Cartography | While holding a shovel: an underground terrain overlay maps hollow spaces, buried structures, and cache pockets within 20 blocks in real time. The most comprehensive terrain-reading tool on the server. |
| Level 90 | Void Soil Mastery | Immune to void bleed damage while actively digging in void-touched terrain. The Excavator has spent so long in the ground they no longer register the difference between corrupted and clean soil. |
| Level 100 | Grand Excavator | Title: [Grand Excavator] — worn alongside the player's selected prefix. Unlocks access to Ancient Foundation Sites — buried pre-Fracture structural ruins detectable only by level 100 Excavators. These sites contain intact pre-Fracture architecture, lore items from Eryndal's history, and occasionally sealed Council vaults inaccessible to any other player. |
Crafting efficiency, enchanting quality, repair cost reduction, and scroll crafting. The Artificer is the only profession that can assemble higher-tier Spell Scrolls at the Scroll Workstation. Rhael's tradition — the people who make things that last.
| Level | Unlock | Effect |
|---|---|---|
| Level 10 | Efficient Craft | 10% chance to not consume a crafting material on use — including Scroll Paper and reagents. Meaningful over high-volume scroll crafting sessions. |
| Level 20 | Enchant Resonance + Refined Scrolls | Unlocks Refined scroll tier at the Scroll Workstation. Additionally: Enchantments applied by this player have a 10% chance to upgrade one tier (e.g. Warding II → Warding III) at no extra cost. Applies to books and direct enchanting. Cannot exceed the enchant's maximum tier. |
| Level 30 | Repair Mastery | Silver repair costs reduced by 20%. Does not affect Legendary Gold repair costs. Additionally: scroll reagent costs reduced by 10% — one fewer Scroll Paper per craft at each tier. |
| Level 40 | Master Recipe Unlock + Potent Scrolls | Unlocks Potent scroll tier at the Workstation. Additionally: access to Artificer Master Recipes — advanced crafting blueprints producing higher-tier components unavailable elsewhere. |
| Level 50 | Rhael's Method | Items crafted or enchanted by a level 50 Artificer gain a permanent Artificer's Mark visual tag in the tooltip — a quality signature. Mechanically: crafted items have +15% base durability and enchanted items have +1 max enchant slot. The rarest smithing achievement in Chapter 1. Levels 60–100 extend this mastery further. |
| Level 60 | Efficient Mastery + Masterwork Scrolls | Unlocks Masterwork scroll tier at the Scroll Workstation. Material-save chance increases from 10% to 20%. Significant savings on expensive Masterwork reagent combinations. |
| Level 70 | Enchant Cascade | 15% chance for two enchantments to upgrade simultaneously on a single application (rather than one). Cannot trigger on a single-enchant item — requires at least two enchants present. The highest enchant efficiency milestone in the system. |
| Level 80 | Repair Artistry | Total Silver repair cost reduction reaches 35% (stacks with level 30 Repair Mastery). Additionally: Legendary items can now be partially repaired with Silver — a level 80 Artificer can restore a Legendary to 30% durability for a high Silver cost, reducing Gold dependency for players who primarily use Silver income. |
| Level 90 | Ancient Formula + Ancient Scrolls | Unlocks Ancient scroll tier at the Scroll Workstation — the highest-tier scrolls in Chapter 1. Also: unlock Forgotten Council Formulas — pre-Fracture crafting schematics recovered from lore items and dungeon finds. These formulas produce unique intermediate components (Arcane Resin, Seam-Stabilised Iron, Ancient Binding Cloth) used in the highest-tier recipes across all professions. A level 90 Artificer is a critical node in the server's advanced crafting economy. |
| Level 100 | Grand Artificer | Title: [Grand Artificer]. Rhael's Method (level 50's +1 enchant slot) now applies to all items crafted by this player, not just self-enchanted items. Self-crafted items gain +25% base durability. Additionally: a level 100 Artificer can perform Enchant Salvage — extract an enchant book from an item without destroying either (3-day cooldown, one extraction per item per week). |
Fishing, foraging, loot detection, and Shard navigation. The explorers who charted what remained of Eryndal after the Fracture — they know where to look and how to survive looking there.
| Level | Unlock | Effect |
|---|---|---|
| Level 10 | Forage Sense | Passively highlights forageable plants, mushrooms, and surface materials within 6 blocks (subtle glow). Makes gathering while moving significantly more efficient. |
| Level 20 | Deep Water Lore | Fishing wait time reduced by 25%. Additionally unlocks the Void-Touched Catch loot table — rare items including enchant books and lore fragments that cannot be obtained through standard fishing. Requires Pathfinder 20 regardless of Lure of the Deep enchant level. |
| Level 30 | Shard Navigator | In the Stabilized Shard: +15% movement speed and immunity to the disorientation effect of irregular seam pulses. Shard runners with this skill are significantly more effective at contested resource extraction. |
| Level 40 | Loot Instinct | Passively detects nearby chest locations (dungeon, world, abandoned) within 12 blocks (directional audio). Does not detect player-placed chests. Exclusively Pathfinder level 40+ — a significant advantage in unexplored terrain. |
| Level 50 | Void Chart | The only skill in the game that generates a Pathfinder's Chart — a personal map fragment marking the 5 nearest undiscovered points of interest (structures, resource nodes, seam points) in the current zone. Generates once per 24 hours. Highly valuable for early exploration of newly opened realm content. |
| Level 60 | Seam Sprint | Shard Navigator speed bonus increases from +15% to +25%. Disorientation immunity (level 30) extends to all irregular terrain effects in all realms — the Pathfinder is never slowed by environmental conditions. |
| Level 70 | Hidden Passage | Passively detects secret passages, hidden doors, and concealed entrances within 8 blocks (subtle audio and visual cue). Pre-Fracture ruins and dungeon structures frequently contain concealed rooms — only Pathfinders at level 70+ can reliably locate them. |
| Level 80 | Chart Mastery | Pathfinder's Chart regenerates every 12 hours (down from 24). Additionally: Charts now mark 10 points of interest (up from 5) and include depth — surface and underground points are separately indicated. |
| Level 90 | Realm Cartographer | Pathfinder's Charts now function in the Benevolent and Infernal Realms, generating separate realm-specific charts on the same 12-hour cycle. The only profession with active navigation tools in all three realms. Realm charts include faction patrol routes and world boss proximity indicators. |
| Level 100 | Grand Pathfinder | Title: [Grand Pathfinder]. Once per Chapter: discover one Exclusive Point of Interest — a unique location not visible to any other player. These sites contain one-of-a-kind lore items, unique resource deposits, or sealed rooms with Chapter 2 content seeds. The discovery is logged in the server Codex as attributed to this player. Chart regeneration reaches 6 hours. |
Silver earn rate, trade bonuses, and Tane reputation. The economy is the Nexus's circulatory system — Merchants keep it moving. Tane considers level 50 Merchants colleagues, not customers.
| Level | Unlock | Effect |
|---|---|---|
| Level 10 | Tane's Eye | NPC shop buyback rates increased by 10% across all item categories. Tane pays more — he recognises a regular customer. |
| Level 20 | Trade Instinct | When initiating a player-to-player trade: see the estimated Silver value of the items the other player is offering (based on NPC shop rates). Helps identify fair trades and spot undervaluation. |
| Level 30 | Mint Access | Unlock access to Tane's extended inventory — items not available in the standard shop, including mid-tier Ancient enchant books, rare crafting components, and occasional lore items. Tane restocks this inventory weekly. |
| Level 40 | Silver Sense | +15% Silver from all player-to-player trades (the Silver received, not paid). The Merchant's knowledge of value translates directly into better outcomes. Additionally: Guild chest shop listings generate +5% Silver per sale. |
| Level 50 | Tane's Confidence | Tane treats this player as a partner. Unlocks Tane's Brokerage — a personal consignment service where Tane sells items on the player's behalf at optimal timing for a 5% commission. The only NPC-assisted trading service in Chapter 1. Additionally: access to Tane's private stock of one Ancient Gold enchant book per month at standard Gold price (exclusive — not available through any other source). |
| Level 60 | Premium Stock | Tane's extended inventory (level 30 Mint Access) restocks twice per week instead of once. Additionally: the extended inventory now carries a wider range of rare crafting components and one additional Ancient enchant book slot. |
| Level 70 | Market Sense | Access to live supply/demand indicators for all tradeable item categories — a simple high/medium/low demand signal updated every 30 minutes based on server trade volume. A level 70 Merchant knows what to stock before anyone else does. |
| Level 80 | Gold Broker | Unlock the ability to facilitate Gold-for-Silver currency exchanges at a 5% commission. Players who need Silver can sell Gold through this player; players who need Gold can buy it. The level 80 Merchant becomes the primary liquidity provider between the two currencies — a uniquely powerful economic position. |
| Level 90 | Tane's Partner | Silver from all player-to-player trades increases to +25% (up from +15%). Tane's Brokerage commission reduces to 3% (down from 5%). Guild chest shop bonus increases to +10% per sale. The most comprehensive passive income enhancement in the profession system. |
| Level 100 | Grand Merchant | Title: [Grand Merchant]. Establish a Permanent Personal Shop in a designated Nexus market district — a physical shop stall accessible to all players at all times, stocked and managed by this player. The only player-owned shop in a server-visible permanent location. Additionally: Gold Broker exchange commission reduces to 2% and volume limits are removed. |
Materials, Quality & Smithed Stats
Material Tiers
All vanilla armour and weapon material names are replaced. Each material retains the mechanical stats of its reference material but gains lore context and is obtainable through the Miner → Smith pipeline rather than vanilla crafting discovery.
| Material | Ref. Material | Armour Rating | Weapon Damage | Durability | Enchantability | Special |
|---|---|---|---|---|---|---|
| Leather Farmable / craftable |
Leather | 1/2/3/1 (7 total) | — | 65 | 15 | Dyeable. Highest enchantability of the cheap tiers. Good for casters who don't need heavy protection. |
| Bronze Bronze Ore → Miner 10 |
Gold | 1/3/2/1 (7 total) | Base +0 | 77 | 22 | Highest enchantability of all tiers. Weaker armour but exceptional for enchanted builds. Weapons are fast (attack speed bonus). |
| Iron Iron Ore → Miner 1 |
Iron | 2/5/4/1 (12 total) | Base +0 | 165 | 9 | Balanced and reliable. The standard mid-game material. Available from the start — no Miner level required. |
| Steel Steel Ore → Miner 20 |
Diamond | 3/6/5/2 (16 total) | Base +3 | 1,561 | 10 | High armour, high durability. The standard end-game material for non-faction players. Requires Miner 20 to source ore. |
| Dark Steel Dark Steel → Miner 50 (Primordial) |
Netherite | 3/6/5/3 (17 total) | Base +4 | 2,031 | 15 | Passive: +8% void damage resistance. Knockback resistance. Sinks in void bleed zones rather than being pushed (environmental trait). Requires Miner 50 Primordial Node access to source. |
Crafting Access
Leather can be crafted by any player. Bronze, Iron, and Steel require smelting the relevant ore — no Armorsmith/Weaponsmith level needed, but the output quality will be Primitive until Smith proficiency increases. Dark Steel requires Miner 50 to source ore from Primordial Nodes. Any player may smelt Dark Steel ore into ingots, but crafting Dark Steel items requires Armorsmith/Weaponsmith level 40.
Quality System
Every crafted armour piece or weapon has a quality tier determined at the moment of crafting based on the smith's current proficiency level. Quality affects stat bonuses and secondary property rolls. Base stats are the vanilla-equivalent stats of the material — quality adds variance on top.
| Quality | Stat Variance | Secondary Properties | Visual Tell | Repair Cost Modifier |
|---|---|---|---|---|
| Primitive | −10% to 0% from base (slight random penalty — Primitive work is rough) | None | Grey tooltip, no border glow | Standard cost |
| Rustic | 0% to +8% random bonus on one primary stat (armour rating or damage) | None | Green quality indicator in tooltip | Standard cost |
| Fine | +5% to +18% random bonus. May roll on one or two primary stats | 1 secondary property roll (see table below) | Ice blue quality indicator, faint glow | +15% Silver cost (higher-quality items cost more to repair) |
| Ornate | +15% to +30% random bonus across all primary stats | 1 guaranteed secondary property roll | Gold quality indicator, visible glow, decorative tooltip border | +30% Silver cost (or Gold for Legendary-tier materials) |
| Mastercraft | +25% to +40% random bonus — highest possible stat range in Chapter 1 | 2 secondary property rolls (both from separate pools) | Violet quality indicator, animated glow, smith attribution in tooltip | +50% Silver cost — but worth it |
Secondary Property Pool
Fine and above items roll from this pool. Mastercraft items roll twice from separate sub-pools (Offensive and Defensive). The same property cannot be rolled twice on one item.
| Property | Pool | Effect | Available On |
|---|---|---|---|
| Seam-Touched | Offensive | +5% damage vs void-corrupted entities | Weapons |
| Void Ward | Defensive | +4% void damage reduction | Armour |
| Keen Edge | Offensive | +3% critical strike chance (deals +50% damage) | Weapons |
| Reinforced | Defensive | +10% base durability | Armour & Weapons |
| Swift | Offensive | +5% attack speed | Weapons |
| Heavy Guard | Defensive | +8% knockback resistance | Armour (chest/legs) |
| Fracture-Forged | Offensive | +6% damage vs Severance-type enemies | Weapons |
| Light Step | Defensive | No movement speed penalty from armour weight | Boots, Leggings |
| Bloodletting | Offensive | Attacks apply Seep I (0.5♥/s for 2s) — minor bleed on hit | Weapons (Ornate+) |
| Resilient | Defensive | 20% reduced durability loss rate | All armour |
| Seam-Hardened | Defensive | +1♥ maximum health while equipped | Chest (Ornate+) |
| True Edge | Offensive | Attacks ignore 8% of target armour rating | Weapons (Ornate+, Mastercraft only for high values) |
Mastercraft Attribution
Mastercraft items display the crafter's username in the tooltip: "Crafted by [PlayerName]". This is a server-unique feature — the economic reputation of a skilled level 50 Mastersmith is real. Well-known Mastersmiths can command significant premiums for their work. The Merchant profession's Tane's Confidence level 50 unlock (monthly exclusive Ancient Gold enchant book) pairs naturally with a Mastersmith-Merchant hybrid player who sells Mastercraft enchanted gear.
Faction Trees · Point-Based · Realm-Gated
All three faction trees are locked at Chapter 1 launch. They unlock when the Benevolent and Infernal Realms open. Players must reach a faction reputation threshold before investing their first point. Faction reputation is earned through faction-specific quests and actions in the respective realms.
Arcane Mage Path: Requires Arcane Mage reputation — earned through main story quests and side chains involving Valdris, Seris, and Rhael.
Void Practitioner: Requires Infernal Realm access and contact with the Infernal Raiders. Exact reputation pathway TBD — designed around Chapter 2 Infernal content.
Severance Path: Requires Benevolent Realm access and Severance faction standing. Cannot invest if any Void Practitioner points exist or any Void-type enchant is equipped.
Advanced arcane mastery, seam-work passives, Council lore unlocks. The Arcane Mages' inner tradition — skills that only make sense once you understand how the ley lines actually worked. Partial Void investment allowed (≤10 pts in Void Practitioner). Mastery node requires zero Void investment.
| Skill | Type | Cost | CD | Effect | Prereq |
|---|---|---|---|---|---|
| Tier 1 — Council's Knowledge | |||||
| Ley Line Attunement | Passive | 1 pt | — | All Arcane-type skills and enchants deal +12% damage. Stacks with Arcane Channeler's Arcane Affinity. The Mages' foundational training applied at a deeper level. | Arcane Mage Rep |
| Seam Awareness | Passive | 1 pt | — | Passively aware of seam pulse timing — a visual indicator appears 10 seconds before a Seam Pulse fires (dungeon or world). Only Arcane Mage Path players receive this extended warning. Significant dungeon advantage. | Arcane Mage Rep |
| Arcane Mend | Active | 1 pt | 45s | Channel arcane energy for 1.5 seconds — restore 6♥ to self or an ally within 8 blocks. The Mages' field medicine: arcane energy applied to healing rather than combat. Only active heal skill in the base system. | Arcane Mage Rep |
| Council Archive | Passive | 2 pts | — | Unlock access to Valdris's private lore archive — a Codex section available only to Arcane Mage Path players. Contains deeper context on the pre-Fracture Council and hints at Chapter 2 content. No gameplay effect — pure lore reward. | Seam Awareness |
| Tier 2 — Deep Attunement | |||||
| Seam Reinforcement | Active | 2 pts | 60s | Temporarily reinforce a nearby seam point — for 30 seconds, void bleed zones within 10 blocks shrink by 2 blocks radius and deal 25% less damage to all players. Powerful group utility in dungeon and world boss encounters. | Ley Line Attunement + Seam Awareness |
| Arcane Shield Mastery | Passive | 2 pts | — | Arcane Barrier (from Arcane Channeler) absorbs +4♥ (10♥ total) and its detonation deals +3♥. Requires Arcane Barrier to be unlocked — this is a mastery enhancement of an existing skill, not a standalone unlock. | Arcane Mend |
| Void Lore | Passive | 2 pts | — | Void-corrupted entities deal 10% less damage to this player. The Mages study the void to understand it — and understanding it makes you harder to hurt with it. | Ley Line Attunement |
| Tier 3 — Mastery (requires zero Void Practitioner investment) | |||||
| Valdenmoor's Echo | Keystone | 3 pts | 180s | Channel for 3 seconds — emit a full Valdenmoor-scale arcane pulse. All void entities within 20 blocks are pushed back 8 blocks, stunned for 3s, and take 12♥ damage. Players within 8 blocks (allies) receive a Ward (10% DR, 15s). The most powerful skill in the Chapter 1 system. Named for a city that no longer exists. | Seam Reinforcement + Arcane Shield Mastery + Void Lore |
Void mastery, Remnant affinity, void terrain domination. The path Zaveth walked — understanding the void not to destroy it but to use it. Partial Arcane Mage Path investment allowed (≤10 pts). Mastery requires zero Arcane Mage Path investment.
| Skill | Type | Cost | CD | Effect | Prereq |
|---|---|---|---|---|---|
| Tier 1 — Void Contact | |||||
| Void Attunement | Passive | 1 pt | — | All Void-type enchantments +12% effective. Seep DoT duration extended by 1 second. Wither-Strike stacks apply 25% faster. The Practitioner's baseline enhancement. | Infernal Rep |
| Remnant Tongue | Passive | 1 pt | — | Void Remnant mobs deal 15% less damage to this player and are 10% less likely to target this player over others. The Practitioner understands Remnant behaviour at a level that changes how they respond. | Infernal Rep |
| Void Step | Active | 1 pt | 20s | Briefly phase into the void — become untargetable and pass through one entity (mob or player) for 1.5 seconds. Cannot attack while phased. Emerges at the point the player is facing. Escape and repositioning tool. | Infernal Rep |
| Seep Mastery | Passive | 2 pts | — | Seep stacks independently from multiple sources — a target can have Seep from Hollow Quiver (Seam Ranger), Void Practitioner abilities, and Seep enchant simultaneously, each running its own timer. Maximum 3 independent Seep stacks on one target. | Void Attunement |
| Tier 2 — Void Command | |||||
| Void Drain | Active | 2 pts | 25s | Channel for 2 seconds — drain 6♥ from target over 4 seconds (1.5♥/s) and return 3♥ to self. Interrupted by moving or taking damage. The Practitioner's sustained drain — a more powerful, more risky Life-Siphon. | Void Attunement + Remnant Tongue |
| Corruption Field | Passive | 2 pts | — | The player passively emits a 3-block radius void corruption field — all enemies within range receive Seep I automatically every 8 seconds. Void particle effect visible to others. Marks the Practitioner visually as void-aligned. | Seep Mastery |
| Void Terrain Mastery | Passive | 2 pts | — | Immune to all void bleed zone damage. The Practitioner does not just resist the void — they are part of it. The most complete environmental immunity in Chapter 1. | Void Attunement |
| Tier 3 — Mastery (requires zero Arcane Mage Path investment) | |||||
| Void Form | Keystone | 3 pts | 180s | Enter Void Form for 15 seconds: full void bleed immunity, +25% all damage dealt, Corruption Field radius doubles to 6 blocks, and Life-Siphon returns 12% per hit. Visual: full void particle aura. The most powerful offensive cooldown in Chapter 1 — and the most visually dramatic. Players in Void Form are unmistakable. | Void Drain + Corruption Field + Void Terrain Mastery |
Purification mastery, anti-void techniques, and Null Strike enhancements. The Severance's doctrine made into personal ability. Requires zero Void Practitioner investment and no Void-type enchants equipped. Non-negotiable.
Cannot invest a single point while any Void-type enchant is equipped anywhere, or while any Void Practitioner points exist. If the player equips a Void item after investing in Severance Path: all Severance Path passives deactivate instantly (same as Severance enchants). Active skills cannot be used. Points are not lost — they reactivate on removing the Void item.
| Skill | Type | Cost | CD | Effect | Prereq |
|---|---|---|---|---|---|
| Tier 1 — The Null Line | |||||
| Null Discipline | Passive | 1 pt | — | All damage dealt to void-type entities increased by 15%. All void damage received reduced by 15%. The foundation of the Severance's approach — know the enemy completely and use that knowledge in both directions. | Severance Rep |
| Purifying Strike | Passive | 1 pt | 8s | Melee attacks against void-buffed targets purge one active void effect per hit (same as Null-Strike enchant, but as a skill passive). 8-second cooldown between procs. Works in parallel with Null-Strike enchant if equipped. | Severance Rep |
| Arcane Condemnation | Active | 1 pt | 20s | Mark a target for 8 seconds — all void abilities used by the target have their effects reduced by 30% and their durations halved. Does not affect players in PvE. The Severance's suppression tool. | Severance Rep |
| Sealed Footsteps | Passive | 1 pt | — | Void bleed zones deal zero damage to this player for the first 5 seconds after entering them. After 5 seconds, normal reduced damage applies. Enables aggressive void zone positioning. | Null Discipline |
| Tier 2 — Purification Protocol | |||||
| Full Severance | Active | 2 pts | 45s | Emit a purification burst — purge all active void effects from yourself and all allies within 8 blocks simultaneously. Applies Purified to all affected (5s immunity to void status effects). Powerful group utility in void-heavy encounters. | Purifying Strike + Arcane Condemnation |
| Doctrine Aura | Passive | 2 pts | — | Allies within 6 blocks receive +10% void damage reduction passively. The Severance fights as a unit — their discipline extends to those around them. | Sealed Footsteps |
| Anti-Void Conditioning | Passive | 2 pts | — | Completely immune to Seep, Void Touched, Wither-Strike stacks, and Corruption Field from Void Practitioner players. The Severance's anti-void training makes them the hardest players to fight for void-focused opponents. | Null Discipline |
| Tier 3 — Mastery | |||||
| Aldric's Method | Keystone | 3 pts | 120s | Channel for 2 seconds — unleash a focused Severance purge in a forward cone: all void entities hit take 15♥ damage, all void buffs are purged, void bleed zones in the cone are suppressed for 30 seconds, and any Void Practitioner players hit have all their Void Path passive skills deactivated for 10 seconds. Named for the High Paladin. The Severance's ultimate answer to the void — total and complete. | Full Severance + Anti-Void Conditioning + Doctrine Aura |
Build Examples at Level 30
Representative builds using 29 points. All are viable — these illustrate the range, not the optimal.
| Build Name | Point Allocation | Active Skills | Identity |
|---|---|---|---|
| Veilsworn Tank | 20 Veilsworn Combat · 9 Fracture Survivor | Rally + Veilsworn's Verdict | Group anchor. Unbroken Line + Veteran's Resolve. Nearly unkillable with coordinated play. Limited damage ceiling — compensated by utility. |
| Ghost Ranger | 20 Seam Ranger · 9 Fracture Survivor | Void Barrage + Seam Trap | Ambush specialist. Ghost of the Shard + Shard-Eye + Fracture-Born Aim. Highest single-target burst. Fragile if caught in melee. |
| Arcane Striker | 15 Arcane Channeler · 9 Arcane Mage Path · 5 Fracture Survivor | Seam Purge + Arcane Mend | High burst mage with self-sustain. Valdenmoor's Echo as the group's emergency button. Council's Focus reduces all CDs. Vulnerable when CDs are down. |
| Void Predator | 14 Void Practitioner · 10 Seam Ranger · 5 Fracture Survivor | Void Form + Void Step | Maximum void identity. Void Form + Hollow Quiver + Fracture-Born Aim. Immune to void terrain. Devastating against Void Remnant mobs. Weaker against Severance enemies. |
| Severance Paladin | 15 Severance Path · 9 Veilsworn Combat · 5 Fracture Survivor | Aldric's Method + Full Severance | The faction fantasy. Aldric's Method as ultimate clear. Anti-Void Conditioning makes them immune to most void debuffs. Doctrine Aura + Formation Sense stacks passively. Zero void capability. |
| Crafting Specialist | 10 Arcane Channeler · 9 Fracture Survivor · 10 Veilsworn Combat | Lightning Strike + Second Wind | All four professions levelled to 50. Rhael's Method + Tane's Confidence + Pathfinder's Chart + Primordial Nodes. The economic powerhouse — not the strongest in combat but the most economically influential player on the server. |
Feasibility Notes
Implementation Stack
The skill system requires a custom plugin — no off-the-shelf solution handles the full scope (proficiency + points + faction gating + active slot system + Severance deactivation). Recommended approach: build the skill system as part of the custom economy plugin's infrastructure, sharing the player data layer.
High-Complexity Skills
Intercepting a killing blow requires a custom EntityDamageEvent listener that cancels death and sets HP to 1♥ when conditions are met. Must coordinate carefully with Soul Bound enchant (both hook into death), Erasure (destroys item on death), and Binding Void (can't unequip). Define a clear event priority order at build time.
Full-body particle auras (Void Form) and large-scale AoE effects (Valdenmoor's Echo) are achievable with MythicMobs particle skills or a custom particle API. Performance impact at scale (many players using these simultaneously) should be tested — throttle particle density on large servers.
Same InventoryClickEvent/PlayerArmorChangeEvent listener as the Severance enchant deactivation. Build them as one system — when a Void item is equipped, one event fires that deactivates both Severance enchants and Severance Path passives simultaneously.
Four independent proficiency XP pools stored in player NBT/database. Each action type (BlockBreakEvent for Excavator, CraftItemEvent for Artificer, PlayerFishEvent for Pathfinder, custom trade events for Merchant) increments the relevant pool. Standard pattern — complexity is in the breadth, not the depth.
A custom keybind system is required (Minecraft's standard hotbar doesn't support this cleanly). Options: packet-level keybind interception, or using two designated hotbar slots as the "skill slots" with a custom overlay. The latter is simpler but aesthetically compromised. Recommend a dedicated UI plugin or custom client-side mod for the cleanest implementation.