Reference

Codex

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.

The Celestial Compass

60 node points across levels 1–60 fills roughly 30% of a 200-node wheel. Veterans specialise deep; nobody completes it.

200Nodes on the wheel
60Points per character
30%Of the wheel you fill
80

Inner Ring

The Survival Web. Gathering, survival, physicality. The foundation every character shares.

Gate: 15 nodes + the Mastery Ritual at the Dead-Weight Terminal

Reachable without PvP: Entirely

80

Middle Ring

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.

Gate: 10 Middle nodes + travel to the Crater during a Flicker + one Transcendent Crystal

Reachable without PvP: Native nodes yes. The 20 Forbidden, no — they are stolen from enemies.

40

Outer Ring

The Transcendent Gates. Universal archetypes. Your Outer Ring choice is the sharpest identity statement available and becomes your server identity.

Gate: Transcendent Crystals — they drop from the Celestial Beast and nothing else

Reachable without PvP: No

HUNTER Stats

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.

Breakthroughs at 5 and 15 are fixed. At 10 and 20 you choose one of two — the choice costs no points and re-picks free at every Great Cataclysm.
StatGovernsBreakthroughs
HavocDamage 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

UtilityCrafting, 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

NerveComposure 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

TenacityDurability 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

EndocrinesStamina 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

ReflexesSpeed 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

The Traitor Ladder

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.

Read the Status column. The two rows that take the most away from you — Milegates closed · exiled from Realm Chat at tier 2, and Full faction exile at tier 3 — sit near the top of the ladder, where the health penalty is still among the smallest on the sheet. Health is the footnote. Losing the world is the price.
TierStatusHealth
1Marked — guards hostile, safe zones lost −10%
2Milegates closed · exiled from Realm Chat Access lost−15%
3Full faction exile Access lost−19%
4Visible dimensional corruption −22%
5Severe mutation — a walking anomaly −25%
6Reality distortion visible at range −28%
7–9Audible interference · fractured form · near-Hyper-Anomaly −30 … −34%
10Hyper-Anomaly — a walking fracture in reality −35%

The Rift Has Rules

The world is consistent, and it is not always kind about it. These are the parts that surprise people.

  • A homeworld will not kill you for being from it

    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.

  • What you wear, the world can read

    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.

  • Energy Cells do not recharge in the field

    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.

  • The world gives up the first tier to bare hands

    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.

  • A quarter left is where the body stops negotiating

    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.

  • A stolen gift still burns your own blood

    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.

  • Every ring is taught at the drowned edge of the world

    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.