⛔ Internal Design Document Skill System · Chapter 1
⛔ Internal · Chapter 1

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.

30Max Level
29Skill Points
2Active Slots
8Trees
Levelling

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.

Respec

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.

Active Skills

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.

Faction Trees

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.

Design Principle

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

TreeT1 (nodes 1–5)T2 (nodes 6–10)T3 Mastery (nodes 11–15)Recommended investment
Veilsworn Combat5 pts — core passives + 1 active+5 pts — combo system unlocks+5 pts — keystone abilities15–20 pts for a melee main
Seam Ranger5 pts — precision + terrain+5 pts — traps + Seep arrows+5 pts — Void Barrage + headshot mastery15–20 pts for a ranged main
Arcane Channeler5 pts — affinity + lightning+5 pts — barrier + resonance+5 pts — Seam Purge + focus mastery15–20 pts for a magic main
Fracture Survivor5 pts — void resistance + health+5 pts — recovery + terrain+5 pts — Veteran's Resolve + Scar Tissue5–10 pts splash for most builds
Faction Trees5 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

Combat · Melee Veilsworn Combat

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.

TypePoint-Based
Max invest15 points
Actives4
Passives11
SkillTypeCostCDEffectPrereq
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 pt12s 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 pts20s 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 ptsPer 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 pts45s 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 pts60s 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
Combat · Ranged Seam Ranger

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.

TypePoint-Based
Max invest15 points
Actives4
Passives11
SkillTypeCostCDEffectPrereq
Tier 1 — Field Craft
Shard-EyePassive1 ptFirst ranged attack after 3 seconds without attacking deals +25% damage. Rewards patience. The Shard trains you to wait for the right moment.
Terrain ReaderPassive1 ptNo movement speed penalty in void bleed zones. Seam Rangers learned the terrain the hard way — they know where to step.
Breach ShotActive1 pt15sFire 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 QuiverPassive1 ptAll 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 StepPassive1 ptMoving 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 TrapActive2 pts30sPlace 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 DrawPassive2 ptsFully charged shots deal +20% damage. Rewards holding the draw. Pairs with Shard-Eye for a patience-rewarding playstyle.Shard-Eye
Seep MasteryPassive2 ptsSeep 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 NavigationPassive2 ptsSprinting 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 ShotPassive1 ptOn 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 BarrageActive2 pts60sRapid-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 AimKeystone2 ptsHeadshots (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 ShardPassive2 ptsWhen 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
Combat · Magic Arcane Channeler

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.

TypePoint-Based
Max invest15 points
Actives5
Passives10
SkillTypeCostCDEffectPrereq
Tier 1 — Channel
Arcane AffinityPassive1 ptAll 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 StrikeActive1 pt10sSummon 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 ChargePassive1 ptEach 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 BarrierActive1 pt25sAbsorb 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 ClarityPassive1 ptArcane 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 FieldPassive2 ptsArcane 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
OverchargeActive2 pts30sSupercharge 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 RecoveryPassive2 ptsWhen 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 SightPassive2 ptsVoid 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 MendingPassive1 ptAfter 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 PurgeKeystone2 pts90sRelease 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 FocusPassive2 ptsAll 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 BurstActive2 pts35sEmit 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

Survival Tree · Point-Based Fracture Survivor

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.

TypePoint-Based
Max invest15 points
Actives2
Passives13
SkillTypeCostCDEffectPrereq
Tier 1 — Endurance
Void EndurancePassive1 ptVoid 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-HardenedPassive1 pt+2♥ maximum health. Simple and always relevant. Health gained here persists through respawn.
Fracture FootingPassive1 ptNo slowness effect from any void-touched terrain. Void bleed zones, void-touched soil, and seam proximity no longer affect movement speed.Void Endurance
Swift RecoveryPassive1 ptEating food restores +50% more hunger per consumption. Food efficiency — direct reduction in the resource cost of extended exploration or combat sessions.Seam-Hardened
Scar SensePassive1 ptWhen 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 WindActive2 pts120sInstantly 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 ResistancePassive2 ptsVoid 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
UnyieldingPassive2 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 MasteryPassive2 ptsWhen 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 StomachPassive1 ptImmunity 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 ResolveKeystone2 pts5 minOnce 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 TissuePassive2 ptsEach 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
AdrenalineActive2 pts90sTrigger 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.

How Proficiency Works

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.

Profession · Digging Excavator

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.

TypeProficiency
Max level100
Levelled byDigging soft blocks
LevelUnlockEffect
Level 10Soft-ReadPassively detects ore veins within 4 blocks (subtle directional audio cue). Cannot detect void-touched materials — only standard ore types.
Level 20Swift Spade+25% digging speed for all soft blocks. The dedicated digger at level 20 reshapes terrain meaningfully faster than anyone else.
Level 30Deep ExcavationShovels 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 40Terrain SensePassively 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 50Master ExcavatorDigging 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 60Resonant DigShovel 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 70Cache MasteryFracture 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 80Shard CartographyWhile 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 90Void Soil MasteryImmune 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 100Grand ExcavatorTitle: [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.
Profession · Crafting & Enchanting Artificer

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.

TypeProficiency
Max level100
Levelled byCrafting & enchanting
LevelUnlockEffect
Level 10Efficient Craft10% chance to not consume a crafting material on use — including Scroll Paper and reagents. Meaningful over high-volume scroll crafting sessions.
Level 20Enchant Resonance + Refined ScrollsUnlocks 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 30Repair MasterySilver 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 40Master Recipe Unlock + Potent ScrollsUnlocks Potent scroll tier at the Workstation. Additionally: access to Artificer Master Recipes — advanced crafting blueprints producing higher-tier components unavailable elsewhere.
Level 50Rhael's MethodItems 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 60Efficient Mastery + Masterwork ScrollsUnlocks Masterwork scroll tier at the Scroll Workstation. Material-save chance increases from 10% to 20%. Significant savings on expensive Masterwork reagent combinations.
Level 70Enchant Cascade15% 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 80Repair ArtistryTotal 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 90Ancient Formula + Ancient ScrollsUnlocks 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 100Grand ArtificerTitle: [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).
Profession · Exploration & Fishing Pathfinder

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.

TypeProficiency
Max level100
Levelled byFishing, foraging, Shard runs
LevelUnlockEffect
Level 10Forage SensePassively highlights forageable plants, mushrooms, and surface materials within 6 blocks (subtle glow). Makes gathering while moving significantly more efficient.
Level 20Deep Water LoreFishing 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 30Shard NavigatorIn 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 40Loot InstinctPassively 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 50Void ChartThe 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 60Seam SprintShard 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 70Hidden PassagePassively 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 80Chart MasteryPathfinder'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 90Realm CartographerPathfinder'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 100Grand PathfinderTitle: [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.
Profession · Trading & Economy Merchant

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.

TypeProficiency
Max level100
Levelled byTrades, sales to Tane, player trades
LevelUnlockEffect
Level 10Tane's EyeNPC shop buyback rates increased by 10% across all item categories. Tane pays more — he recognises a regular customer.
Level 20Trade InstinctWhen 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 30Mint AccessUnlock 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 40Silver 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 50Tane's ConfidenceTane 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 60Premium StockTane'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 70Market SenseAccess 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 80Gold BrokerUnlock 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 90Tane's PartnerSilver 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 100Grand MerchantTitle: [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.

MaterialRef. MaterialArmour RatingWeapon DamageDurabilityEnchantabilitySpecial
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.

QualityStat VarianceSecondary PropertiesVisual TellRepair 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.

PropertyPoolEffectAvailable On
Seam-TouchedOffensive+5% damage vs void-corrupted entitiesWeapons
Void WardDefensive+4% void damage reductionArmour
Keen EdgeOffensive+3% critical strike chance (deals +50% damage)Weapons
ReinforcedDefensive+10% base durabilityArmour & Weapons
SwiftOffensive+5% attack speedWeapons
Heavy GuardDefensive+8% knockback resistanceArmour (chest/legs)
Fracture-ForgedOffensive+6% damage vs Severance-type enemiesWeapons
Light StepDefensiveNo movement speed penalty from armour weightBoots, Leggings
BloodlettingOffensiveAttacks apply Seep I (0.5♥/s for 2s) — minor bleed on hitWeapons (Ornate+)
ResilientDefensive20% reduced durability loss rateAll armour
Seam-HardenedDefensive+1♥ maximum health while equippedChest (Ornate+)
True EdgeOffensiveAttacks ignore 8% of target armour ratingWeapons (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

Availability

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.

Faction Tree · Arcane Mage · Realm-Gated Arcane Mage Path

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.

GateArcane Mage Rep
Void conflictMastery only
Max invest15 points
SkillTypeCostCDEffectPrereq
Tier 1 — Council's Knowledge
Ley Line AttunementPassive1 ptAll 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 AwarenessPassive1 ptPassively 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 MendActive1 pt45sChannel 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 ArchivePassive2 ptsUnlock 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 ReinforcementActive2 pts60sTemporarily 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 MasteryPassive2 ptsArcane 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 LorePassive2 ptsVoid-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 EchoKeystone3 pts180sChannel 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
Faction Tree · Infernal Realm · Realm-Gated Void Practitioner

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.

GateInfernal Rep
Arcane conflictMastery only
Max invest15 points
SkillTypeCostCDEffectPrereq
Tier 1 — Void Contact
Void AttunementPassive1 ptAll 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 TonguePassive1 ptVoid 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 StepActive1 pt20sBriefly 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 MasteryPassive2 ptsSeep 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 DrainActive2 pts25sChannel 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 FieldPassive2 ptsThe 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 MasteryPassive2 ptsImmune 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 FormKeystone3 pts180sEnter 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
Faction Tree · Severance · Realm-Gated Severance Path

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.

GateSeverance Rep
Void conflictFull exclusion
Max invest15 points
Exclusion Rule

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.

SkillTypeCostCDEffectPrereq
Tier 1 — The Null Line
Null DisciplinePassive1 ptAll 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 StrikePassive1 pt8sMelee 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 CondemnationActive1 pt20sMark 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 FootstepsPassive1 ptVoid 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 SeveranceActive2 pts45sEmit 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 AuraPassive2 ptsAllies 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 ConditioningPassive2 ptsCompletely 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 MethodKeystone3 pts120sChannel 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 NamePoint AllocationActive SkillsIdentity
Veilsworn Tank20 Veilsworn Combat · 9 Fracture SurvivorRally + Veilsworn's VerdictGroup anchor. Unbroken Line + Veteran's Resolve. Nearly unkillable with coordinated play. Limited damage ceiling — compensated by utility.
Ghost Ranger20 Seam Ranger · 9 Fracture SurvivorVoid Barrage + Seam TrapAmbush specialist. Ghost of the Shard + Shard-Eye + Fracture-Born Aim. Highest single-target burst. Fragile if caught in melee.
Arcane Striker15 Arcane Channeler · 9 Arcane Mage Path · 5 Fracture SurvivorSeam Purge + Arcane MendHigh 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 Predator14 Void Practitioner · 10 Seam Ranger · 5 Fracture SurvivorVoid Form + Void StepMaximum void identity. Void Form + Hollow Quiver + Fracture-Born Aim. Immune to void terrain. Devastating against Void Remnant mobs. Weaker against Severance enemies.
Severance Paladin15 Severance Path · 9 Veilsworn Combat · 5 Fracture SurvivorAldric's Method + Full SeveranceThe 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 Specialist10 Arcane Channeler · 9 Fracture Survivor · 10 Veilsworn CombatLightning Strike + Second WindAll 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

Veteran's Resolve — death event hook

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.

Void Form / Valdenmoor's Echo — visual effects

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.

Severance Path deactivation — mirrors enchant system

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.

Proficiency tracking — four separate XP pools

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.

Active skill slots — 2 simultaneous

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.

Profession · Mining Miner

Stone and ore extraction — the backbone of the crafting economy. Every piece of Iron, Bronze, Steel, or Dark Steel armour and weaponry starts here. For soft-block digging, see Excavator.

TypeProficiency
Max level100
Levelled byMining stone & ores
LevelUnlockEffect
Level 10Ore SensePassively detects ore veins within 5 blocks (directional audio cue). Standard ore types only — Void Ore Detection requires higher level.
Level 20Deep Vein+20% mining speed for all stone and ore blocks. Stacks with Shard-Edge enchant.
Level 30Void Ore DetectionOre Sense now detects void-touched ore nodes and embedded Void Shard Fragments. These nodes are invisible to players below Miner level 30 — a significant economic advantage.
Level 40Smelter's Intuition30% chance for ore blocks to drop their smelted form directly (e.g. Iron Ore → Iron Ingot on break). Saves fuel and time for active miners.
Level 50Master MinerAccess to Primordial Nodes — deep world ore deposits only visible and mineable at level 50. Primordial Node yields include Dark Steel ore, rare arcane minerals, and Ancient material fragments used in the highest-tier smithing recipes.
Level 60Vein Burst25% chance on ore break to shatter the entire connected vein simultaneously — all ore in the vein drops at once. The chance increases to 40% with Council's Fortune equipped.
Level 70Smelting MasterySmelter's Intuition (level 40) proc rate increases from 30% to 60%. Combined with Vein Burst, a dedicated Miner rarely needs a furnace.
Level 80Deep Earth SenseOre Sense range extends to 15 blocks through solid stone, detecting all ore types including Primordial Nodes and Seam Mineral deposits. The most comprehensive underground detection in the game.
Level 90Primordial MasteryPrimordial Node yields increased by +50%. Additionally: a 10% chance per node to produce Ancient Mineral Variants — rare material forms used in the highest-tier Armorsmith and Weaponsmith Mastercraft recipes.
Level 100Grand MinerTitle: [Grand Miner]. Unlocks Seam Ore Nodes — the rarest geological formation in Eryndal, present only in the deepest layers of the Infernal Realm. Seam Ore is the primary material for Chapter 2 smithing content. Level 100 Miners are the sole gatekeepers of this resource.
Profession · Woodcutting Forester

Tree felling, Ancient Wood discovery, and grove cultivation. The forests of Eryndal grew wild after the Fracture — some of what grew back is not the same as what was there before.

TypeProficiency
Max level100
Levelled byChopping wood, planting
LevelUnlockEffect
Level 10Swift Axe+25% wood chopping speed for all tree types. Planted saplings grow at +50% speed.
Level 20Root CacheChopping large trees has a 15% chance to reveal a Root Cache at the base — a small hidden container with random materials, seeds, or lore items from the pre-Fracture era.
Level 30Ancient TimberChance to obtain Ancient Wood from old-growth trees — a rare crafting material not available through standard woodcutting. Ancient Wood is used in mid-tier Artificer recipes and Guild housing decorations. Exclusively Forester level 30+.
Level 40Lumber RunBreaking any log in a connected tree causes the entire column of logs above it to break simultaneously. Does not affect leaf blocks. Transforms large tree felling from a chore to an instant action.
Level 50Grove KeeperPlant a Grove Seed (one available per 24 hours, generated automatically) — grows over 24 real-time hours into a unique resource tree unique to Eryndal. Each Grove tree produces rare materials including void-touched wood variants, rare flowers, and occasionally a Root Cache at maturity.
Level 60Ancient CanopyIdentify Ancient Trees before cutting — a faint visual aura marks trees containing Ancient Timber before the first axe swing. Guaranteed Ancient Timber from any identified tree, eliminating the level 30 RNG.
Level 70Grove NetworkPlace up to 3 simultaneous Grove Seeds (up from 1). Each grows independently on its 24-hour cycle. A dedicated Forester at level 70 produces three times the rare material output of the level 50 milestone.
Level 80Heartwood ExtractOld-growth trees (those planted by level 50+ Foresters and fully matured) yield Heartwood when felled — a dense, void-resistant timber used in advanced Artificer recipes, Guild housing premium furnishings, and as an Armorsmith handle component for Fine and above weapons.
Level 90Void GroveCultivate Void-Touched Trees — trees planted in void-contaminated soil that absorbed the energy and grew into something new. Yield Void Wood: a dark, crackling timber used as a crafting component in mid-tier void enchanting recipes and as a fuel source that burns longer than standard wood.
Level 100Grand ForesterTitle: [Grand Forester]. Grove trees no longer require a 24-hour wait — they mature and produce continuously, yielding resources every 6 hours while within range. Additionally: a level 100 Forester can establish a Permanent Grove in Guild housing — a living resource node that other Guild members can harvest from.
Profession · Agriculture Farmer

Crop cultivation, animal husbandry, rare seed discovery, and void-touched agricultural variants. Feeding the Nexus is unglamorous. It is also essential. Broker Tane calls Farmers the most undervalued economic actors on the server.

TypeProficiency
Max level100
Levelled byPlanting, harvesting, animal care
LevelUnlockEffect
Level 10Green Thumb+30% crop yield from all harvests. Crops grow at +25% speed. Animal breeding cooldowns reduced by 30%.
Level 20Animal SenseAnimals within 12 blocks are permanently passive to this player. Animals will follow the player without held food. Additionally: animal products (wool, milk, eggs) have a 20% chance to yield double on collection.
Level 30Rare Seed DiscoveryHarvesting crops has a small chance to yield a Rare Seed — unique cultivars that produce high-value crops not available through standard farming. Rare crops are used in mid-to-high tier food recipes and sell well to Tane. Seed variety expands with Farmer level.
Level 40Harvest MasteryAll crop yields increased by +50% total (stacks with Green Thumb). Crops auto-replant on harvest — no manual replanting required. Reduces the labour floor of large-scale farming to near zero.
Level 50Fracture-Touched GrowthUnlock the ability to cultivate Void-Touched Crop variants — plants that grew in void-contaminated soil after the Fracture and developed unique properties. These crops produce ingredients used exclusively in high-tier cooking and alchemy recipes unavailable through any other farming method. The most specialised agricultural product in Chapter 1.
Level 60Bumper HarvestTotal crop yield increases to +75% (stacks with all previous bonuses). Animal product double-yield chance increases to 35%.
Level 70Creature BondTamed animals permanently bonded to this player gain +20% product output on all collections. Bonded animals also become immune to mob aggro — nothing will attack them unprovoked. The Farmer's livestock is genuinely safer than anyone else's.
Level 80Seed VaultRare Seeds are protected on death — they remain in inventory rather than dropping. A dedicated Farmer's most valuable seeds cannot be lost to PvP or accidents. Additionally: store up to 10 Rare Seed varieties in a personal Seed Vault accessible from any Guild housing chest.
Level 90Alchemical CropsUnlock cultivation of Alchemical Ingredients — rare herbs, fungi, and root vegetables that cannot be found in the wild and grow only in dedicated plots. These ingredients are used exclusively in high-tier cooking and potion recipes, filling a market niche no other gathering profession accesses.
Level 100Grand FarmerTitle: [Grand Farmer]. Total crop yield reaches +100%. Void-Touched Crops can now be grown in any zone rather than only void-contaminated areas — the Farmer has mastered cultivation so completely they no longer need the original growing conditions. Additionally: a level 100 Farmer's crops never fail — zero chance of a wasted harvest.
Profession · Smithing Armorsmith

Crafting armour from the five material tiers. Quality of the output is determined by Armorsmith level — higher skill unlocks better quality outcomes. Mastercraft armour from a level 50 Armorsmith is among the finest equipment in Chapter 1.

TypeProficiency
Max level100
Levelled byCrafting armour pieces

Quality Chance Table — Armorsmith

Smith LevelPrimitiveRusticFineOrnateMastercraft
1 – 9100%
10 – 1955%45%
20 – 2915%55%30%
30 – 3925%65%10%
40 – 4935%65%
50 – 5910%78%12%
60 – 695%77%18%
70 – 7977%23%
80 – 8970%30%
90 – 9960%40%
100 (Grand Master)50%50%
LevelUnlockEffect
Level 10Rustic CraftUnlock Rustic quality output (45% chance). Rustic armour carries small random stat bonuses above base. See quality table and material stats section.
Level 20Fine CraftUnlock Fine quality output (30% chance at this level). Fine armour carries meaningful random stat bonuses and may roll a minor secondary property.
Level 30Ornate CraftUnlock Ornate quality output (20% chance). Ornate armour carries significant stat bonuses and always rolls one secondary property. Sought after by high-level players.
Level 40Material Mastery10% reduced material cost for all armour recipes. Dark Steel armour recipes unlock — previously required a separate unlock, now available to all level 40+ Armorsmiths.
Level 50MastersmithUnlock Mastercraft quality (25% chance). Mastercraft armour carries the highest possible stat rolls, always has two secondary properties, and has a unique visual tell in the tooltip. Mastercraft pieces crafted by a named player are attributed — the smith's name appears in the item description. Mastersmith armour is the best non-legendary armour in Chapter 1.
Level 60Refined TechniqueSilver repair costs for all self-crafted armour reduced by 30%. Armour you made, you know how to fix. The combination with Artificer Repair Mastery (30%) makes dedicated crafters the cheapest to maintain.
Level 70Pattern MemoryThe smith's muscle memory guarantees Fine or better on every craft — Primitive and Rustic outcomes are no longer possible. Quality rolls only within Fine, Ornate, and Mastercraft based on the current chance table.
Level 80Arcane InfusionAll self-crafted armour gains one additional enchantment slot above the normal maximum for that piece type. Combined with Artificer level 50's Rhael's Method bonus — a smith who masters both professions produces armour with two extra enchant slots. The highest enchant capacity available on crafted gear.
Level 90Living SteelDark Steel armour pieces self-repair 1 durability per minute while actively worn. Over an hour of continuous use, a full Dark Steel set passively recovers significant durability. Reduces the Gold repair burden on heavy Dark Steel users.
Level 100Grand ArmorsmithTitle: [Grand Armorsmith]. Unlock Seam-Forged Armour blueprints — a Chapter 2 material tier requiring Seam Ore (Miner level 100). Seam-Forged pieces will be the premier armour of Chapter 2. A level 100 Grand Armorsmith is the only player type capable of producing them. Additionally: Mastercraft quality chance increases to 35% at level 100.
Profession · Smithing Weaponsmith

Crafting weapons from the five material tiers. Shares quality progression with Armorsmith but levels independently. A level 50 Weaponsmith's Ornate Dark Steel blade is one of the most coveted non-legendary items a player can carry.

TypeProficiency
Max level100
Levelled byCrafting weapons

Quality Chance Table — Weaponsmith

Smith LevelPrimitiveRusticFineOrnateMastercraft
1 – 9100%
10 – 1955%45%
20 – 2915%55%30%
30 – 3925%65%10%
40 – 4935%65%
50 – 5910%78%12%
60 – 695%77%18%
70 – 7977%23%
80 – 8970%30%
90 – 9960%40%
100 (Grand Master)50%50%
LevelUnlockEffect
Level 10Rustic EdgeUnlock Rustic weapon quality (45% chance). Rustic weapons carry a small random damage bonus above base material.
Level 20Fine EdgeUnlock Fine quality (30% chance). Fine weapons carry meaningful damage and speed bonuses and may roll a minor secondary property (e.g. small life drain, minor knockback).
Level 30Ornate ForgeUnlock Ornate quality (20% chance). Ornate weapons carry significant stat bonuses and always roll one secondary property. The standard goal for serious combat players.
Level 40Blade Mastery10% reduced material cost for all weapon recipes. Dark Steel weapon recipes fully unlocked. Additionally: crafted weapons have +10% base durability compared to loot-found equivalents.
Level 50Master BladeUnlock Mastercraft quality (25% chance). Mastercraft weapons carry maximum stat rolls, two secondary properties, and smith attribution in the tooltip. Additionally: once per week, a level 50 Weaponsmith can attempt a Signature Weapon craft — a single attempt at a unique named weapon with a custom appearance that cannot be replicated. Each Signature Weapon is one of a kind.
Level 60Blade MemoryForge consistency guarantees Fine or better on every weapon craft. Primitive and Rustic outcomes no longer occur. Quality rolls within Fine, Ornate, and Mastercraft only.
Level 70Speed ForgingWeekly Signature Weapon attempts increase to 2 per week. Additionally: weapon crafting time reduced — back-to-back crafting sessions feel meaningfully faster for dedicated smiths running batch orders.
Level 80Edge MasteryAll self-crafted weapons gain a +5% critical hit chance baseline — applied before quality bonuses and enchantments. A level 80 Weaponsmith's Fine blade outperforms a dungeon-drop Fine blade by a consistent margin.
Level 90Void TemperingDark Steel weapons gain a Void Tempered secondary property automatically — attacks against void-corrupted entities deal +8% bonus void damage. This property is in addition to any rolled secondary properties and cannot be re-rolled away.
Level 100Grand WeaponsmithTitle: [Grand Weaponsmith]. Signature Weapon attempts increase to 3 per week. All Mastercraft weapons gain a unique visual particle effect — a faint trail visible only on this smith's work. Unlock Seam-Forged Weapon blueprints (Chapter 2 Seam Ore tier). Mastercraft chance reaches 50% at level 100 (Grand Master).