Inner Ring
The Survival Web. Gathering, survival, physicality. The foundation every character shares.
Reference
The numbers, as ruled. Every value on this page is read from the design corpus rather than retyped into a template — when a ruling changes, this page changes with it.
60 node points across levels 1–60 fills roughly 30% of a 200-node wheel. Veterans specialise deep; nobody completes it.
The Survival Web. Gathering, survival, physicality. The foundation every character shares.
The Shifting Disciplines. The weapon ability layer. Native discipline nodes plus 20 Forbidden — ten per enemy faction, rotating monthly, so the meta never repeats on any human timescale.
The Transcendent Gates. Universal archetypes. Your Outer Ring choice is the sharpest identity statement available and becomes your server identity.
1 point per level, 60 in a career, and a hard cap of 20 in any one — so at most 3 can ever be maxed.
| Stat | Governs | Breakthroughs |
|---|---|---|
| Havoc | Damage and penetration | At 5 points:Splintering Attacks ignore a flat portion of armour At 10 points: Heavy swings gain a wider arc and longer reach At 15 points:Structural Failure Bonus damage against structures and Foundation Anchors At 20 points: Your slot-10 capstone styles land a floor of damage no mitigation can remove |
| Utility | Crafting, repair and yield | At 5 points:Tool Sense Reduced tool and station wear At 10 points: Material cost reduction on crafting and construction At 15 points:Field Repair Repair mounts, vehicles and structures without a station At 20 points: Salvage returns a portion of higher-tier components |
| Nerve | Composure under pressure The one stat that mitigates Traitor corruption — Rift-Hardened at 15. | At 5 points:Steady Reduced flinch when hit At 10 points: Crowd-control and mez duration reduced At 15 points:Rift-Hardened Traitor corruption HP penalty mitigated At 20 points: Immune to morale-break below 25% of MAX health |
| Tenacity | Durability and stagger | At 5 points:Braced Faster recovery from stagger At 10 points: Flat damage reduction At 15 points:Last Breath Extended bleed-out timer — in full loot, more time for a teammate to reach you At 20 points: Damage-over-time cannot take you below 1 HP |
| Endocrines | Stamina and the faction resource pool Deep Reserve expands whichever resource your faction uses. | At 5 points:Fast Metabolism Consumables and medical items apply faster At 10 points: Increased faction resource pool At 15 points:Second Wind Dropping below 25% of MAX health triggers a resource and regeneration surge At 20 points: The surge also cleanses debuffs |
| Reflexes | Speed and reaction window | At 5 points:Light Step Reduced evasion cost in your faction resource At 10 points: Increased attack and cast speed At 15 points:Flow State Widened reaction window for After-Defence, After-Evade and Chain styles At 20 points: A failed style does not consume the reaction window — you may try again inside it |
Up to 10 Forbidden nodes. A 48-hour Flicker shows you the node before you commit. Every node point is refunded at each Great Cataclysm.
| Tier | Status | Health |
|---|---|---|
| 1 | Marked — guards hostile, safe zones lost | −10% |
| 2 | Milegates closed · exiled from Realm Chat Access lost | −15% |
| 3 | Full faction exile Access lost | −19% |
| 4 | Visible dimensional corruption | −22% |
| 5 | Severe mutation — a walking anomaly | −25% |
| 6 | Reality distortion visible at range | −28% |
| 7–9 | Audible interference · fractured form · near-Hyper-Anomaly | −30 … −34% |
| 10 | Hyper-Anomaly — a walking fracture in reality | −35% |
The world is consistent, and it is not always kind about it. These are the parts that surprise people.
The Jungle of Bone, the Silicon Graveyard and the Crystalline Spires keep their own. Nothing you meet at home is another player with a reason. The Badlands between them keep nothing, and the Crater keeps less.
Armour on your back and a weapon in your hand are public facts — anyone close enough to see you is close enough to know what you are carrying and decide what that is worth. What rides inside your pack stays yours alone, right up until somebody opens your corpse.
Rift bleed fouls every cell it touches. An Architect fights on exactly what they carried in and goes home when it is spent — which is why their armies move with a supply line behind them rather than a day ahead of one.
Wood, stone and fiber still come away in the fist, so a player stripped to nothing can always begin again. Everything past that band wants an edge, and a better edge takes more out of the world than a worse one leaves behind.
Endocrine systems do not count wounds, they measure what fraction of you remains. At a quarter, something older than training takes the wheel — reserves dump, fear stops landing. A larger frame does not move that line. It moves where the quarter falls.
Forbidden knowledge arrives without a supply of whatever it runs on. A Traitor pays for what they took out of the one system their first faction taught their body to make, converted honestly and drawn from a pool that was never bottomless. Power is portable. The fuel for it is not.
The three ring-teachers keep to the Sunken Keys, out past the collider where the water took the old world and never gave it back. The pilgrimage is long from everywhere and safe from everyone: no one has to spill blood to be taught.