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vi.

Progression & Character

No character level: you are the sum of what you do. Seventeen separate skills, per-ability progression, a magic trait tree, and an Albion-style destiny board.

The skills screen listing the seventeen separate skills, each with its own level and an XP progress bar.

No single number to define you. Only the skills you’ve actually trained.


No single number to define you. The scribe has no character level: there are seventeen separate skills across three groups — gathering, refining, crafting — and each rises only with practice. You are the sum of what you do, not a class you were locked into.

And that sum takes shape. Levelling a skill improves your stats; the Destiny Board, Albion-style, lays mastery across tabs for Gathering, Refining and Combat. Every spell carries one of ten behaviour traits, and at the Arcane Forge you fuse two spells you know into one you own. Abilities and spells each keep their own level and XP, uncapped, rising with use. Quests with a live tracker, player-posted commissions held in escrow, a 14-step onboarding and a leaderboard per skill round out the path.

That is why there is no endgame: there is only the scribe you become, and the next skill that calls you.

The features

  • Per-skill progression (no character level)

    Instead of a single level, every activity has its own skill that rises with practice: 17 skills across gathering (8), refining (5) and crafting (4). Combat progresses per ability and per spell. Every action grants XP where it belongs.

    You are the sum of what you do, not one number — no class lock, only the skills you actually train.

    Playable now
  • Stat bonuses from skills

    Levelling skills translates into tangible perks: gathering skills raise gathering speed and luck, refining skills unlock higher material tiers. Combat power comes from your abilities and gear, not a stat sheet.

    Every level earned translates into tangible power, rewarding specialisation.

    Playable now
  • Destiny Board

    A progression board with tabs for Gathering, Refining and Combat in a mastery-tree style: skill rows with level and XP, and per-ability cards showing level, intrinsic damage or buff, and what the next level brings.

    An Albion-style mastery board: horizontal, skill-based progression with no character level.

    Playable now
  • Magic traits (spell behaviours)

    Every spell carries one of 10 behaviour traits (Projectile, Area, Beam, Channel, Cast Time, DoT, Chain, Nova, Summon, Ward), derived from how it is delivered. The trait is what decides whether it flies, lingers, arcs between targets or shields an ally.

    A readable vocabulary of ten behaviours — you know how a spell will act before you cast it.

    Playable now
  • Magic system: definitions and slots

    90 base spells (element × delivery type) plus support spells, each with its own per-spell progression (level/XP), assignable to hotbar slots, with an orthogonal effect_mode (damage/heal/shield).

    Granular per-spell magic progression where every spell you use grows independently.

    Playable now
  • Ability crafting (ability craft)

    Beyond the base abilities, you craft new abilities by meeting skill requirements and consuming specific items. Crafted abilities are added permanently to your arsenal.

    Actively expand your ability arsenal through crafting, rather than waiting for automatic unlocks.

    Playable now
  • Material tiers and rarity

    Gear follows a material scale (starter, copper, bronze, iron, steel, mithril, enchanted) plus a numeric power tier that orders every item in the codex.

    A clear power-progression ladder where chasing better materials is always rewarding.

    Playable now
  • Quests, commissions and tutorial

    You accept quests posted by other players on the quest board (coin bounties held in escrow, including escort runs) plus system commissions, with an always-visible HUD tracker, an active log and real-time progress; a guided 14-step onboarding teaches the core loops.

    Guided objectives with live progress and a first tutorial that teaches by playing, not by reading a wall of text.

    Playable now
  • Leaderboards

    Leaderboards across multiple categories (wealth, kills, a board per skill) with bots filtered out.

    In a game with no character level, a board per skill means anyone can be #1 at something.

    Playable now

Current state

All nine features are playable now: per-skill progression, stat bonuses, the Destiny Board, magic traits, magic definitions and slots, ability crafting, material tiers, quests, commissions and tutorial, and leaderboards. The whole progression engine is live.

See in the Chronicle →