Codex · system map
One member.Every system.Every choice.
A character is where it all converges. Race and archetype set the bones; essences and mutations rewrite the build; soulfire, patron blessings, faction loyalty, and alliance perks pour in from above. This page is the map.
New to the game?
Read this page once for the shape of things, then walk through Getting started for your first 30 minutes. Each section below has a deep-dive link if you want the numbers. Veterans use this page as a refresher when they come back from a patch.
Want to theorycraft?
The Build Planner → is an interactive tool. Pick archetype + 2 essences + profession, allocate every skill point across all four trees, see the live effect rollup. Shareable URL.
Build
changes day to day
Inheritance
account-wide systems flow up into every member
Progression timeline (approximate)
Lv 1
Archetype set
Base action assigned. Skill tree appears.
Lv 5
First essence slot
Slot 1 opens. Triggers fire at full power.
Lv 10
Profession unlocks
Separate SP pool starts accumulating.
Ch. 2
Second essence slot
Slot 2 opens. Echo triggers at ~half power.
Ch. 3
Refining tier 1
Gear and material refinement open.
Ch. 5
Patron shrine
Consecration opens. Patron blessing flows in.
Refine #1
Soulfire trickles in
First member refine awards account-wide soulfire.
Lv 130
Skill point cap
130 SP max. ~70% of the tree is reachable.
Approximate — exact timing shifts on each patch. Use as a directional guide.
Start here
Anatomy of a character
A character (the game calls them members) is the unit you build, dispatch, level up, and send into combat. Three layers stack onto every member:
- Identity — race and archetype, decided at recruitment. Race is permanent; archetype can be class-changed.
- Build — skill points, equipped essences, gear, and the mutation and branch state those essences project. This is what changes day-to-day.
- Inheritance — soul tree, patron blessing, faction standing, alliance perks. Account-wide systems that buff or gate the individual member.
Most of the wiki is about how those three layers add up. This page is the table of contents.
Identity layer · permanent
Race
Eleven races. Each one rolls a different range for the five base stats (ATK / DEF / SPD / INT / VIT), weights which professions the member tends to favor, and aligns to one of five titan-links (Fire, Water, Earth, Air, Void). The titan-link decides which essences feel like home for that character.
A Fire-linked human and a Void-linked dark-elf rolling identical stat arrays will still feel different — the titan-link tilts how their essence branches grow.
Identity layer · class-changeable
Archetype
Twelve archetypes (Striker, Guardian, Caster, Assassin, Healer, Controller, Summoner, Shapeshifter, Ranger, Warden, Enchanter, Phantom) and three specialization paths inside each. Picking an archetype assigns the member's base action and unlocks a skill tree of about 37 nodes.
You can class-change later — the skill tree resets, but the levels and equipment carry over. A respec without the archetype change costs 500 gold; class change is free but wipes the tree.
Build layer · the day-to-day knob
Levels & skill points
One skill point per sublevel, max level 130, so up to 130 SP available. A full archetype tree wants ~198 SP, so you can never max everything. Every build is a forced tradeoff.
Skill points are the primary currency for shaping a single member. Spend them on the archetype tree (always), the essence branches the equipped essences project (often), and a member's profession tree (always — different SP pool, capped at 18).
Build layer · two slots that rewrite the build
Essences
Every member has two essence slots. Slot 1 fires at full power; slot 2 is an echo at roughly half. The essence drives two things at once:
- Slot triggers — on-attack, on-hit, on-kill, and passive procs that fire during combat — status effects, buffs, damage tweaks.
- Skill-tree branches — many essences project a 5-node mini-branch into the member's archetype tree. Two equipped essences = two extra branches visible. Swap the essence and the branch's invested points freeze.
Fifty-seven essences ship at launch. The Mystery Essence system rolls new ones in over time.
Build layer · the deepest crosslink
Essence mutations
When an essence is slotted, it also mutates the member's equipped skills. Eight elemental categories (Flame, Frost, Storm, Shadow, Holy, Nature, Void, Arcane) each project a category-flavored twist onto every active skill the archetype owns. A Flame essence makes your strikes chain Burn; a Frost essence layers Freeze; a Shadow essence steals Curse stacks.
Roughly 672 unique mutations (12 archetypes × 7 actives × 8 categories). Most builds quietly inherit a dozen of them without thinking about it.
Build layer · the parallel non-combat track
Profession
Every member also gets a profession — 32 of them across 18 underlying categories (Blacksmith, Alchemist, Hunter, Bard, Engineer, Cartographer, Sky Captain, and so on). Profession is set at bind and is fixed for life. It runs on its own skill-point pool (cap 18, max reachable 17) and a separate trunk-plus-leaf skill tree.
- Level 1 → 10 — earns +1 SP per level, plus +5% yield / -3% duration / +10 profession power. XP comes from profession quests, profession chain quests, and Training Intensive.
- Mastery Trial — unlocks at level 10. +5 SP, opens up the mastery-gated leaf nodes, +20 profession power. Only ONE Master per profession across your whole faction at a time.
- Leaf actives — every leaf has a daily-cooldown active button. 3 are wired today (Miner Gemstrike, Healer Field Triage, Bard Rallying Tune); 29 are flavor stubs awaiting design.
Race biases which profession a member rolls at the Tavern (Human-Fire leans Blacksmith / Guard / Farmer, Human-Water leans Healer / Merchant / Shipwright), but onboarding lets you pick directly. To re-roll a profession on an existing member you'd have to refine them — the slot is permanent.
Build layer · slotted equipment
Gear & refinement
Members equip weapons, armor, and accessories. Each piece has a base tier (T0–T5) and can be refined upward by consuming lower-tier inputs. Refining is gated by your buildings' tier range — a region whose resource tier range tops at T2 cannot host a T4 refinery.
Equipment rolls a small affinity tilt that compounds with the essence + race + archetype stack. Most members' loadouts are recipe-crafted, not loot-dropped — see the crafting wiki for the recipe graph.
Inheritance layer · account-wide
Soulfire & the Soul Tree
When a member is refined (the game's prestige flow), they leave behind soulfire — a currency that funds the Soul Tree, an account-wide passive tree with 161 nodes across 5 branches.
The Soul Tree affects every member you control. Allocating into Might raises everyone's ATK; allocating into Mastery shortens every dispatch. This is the single biggest reason late-game members feel stronger than early-game members of the same level.
Inheritance layer · faith-aligned
Patron blessing
Consecrate a patron shrine and your roster inherits a patron blessing. Mendicants reward travel and mercy; Wardens reward discipline and defense; Cenobites reward focus; Stigmata rewards sacrifice; Stewards rewards harvest and refinement.
The blessing only applies to members in regions where the consecrated shrine's patron holds sway. Cross-region members are still your characters, just without that specific buff.
Inheritance layer · per-region
Faction loyalty
Faction loyalty determines which members you can recruit, which buildings host them, and how their assigned region produces. A devoted-nobility region surfaces noble-house recruits; a devoted-merchant region surfaces caravan-runners.
Loyalty doesn't buff existing characters directly, but it gates the supply of new ones and the production rate the character's buildings put out.
Inheritance layer · brotherhood-wide
Alliance perks
Your alliance's leader equips perks at the Alliance Hall. Active perks apply to every member of the alliance, including yours. Some are flat numerical buffs (gather rate, refining speed), others unlock systems (extra caravan slot, alliance-wide tomes).
You don't pick your alliance perks. You pick your alliance.
The verbs that consume their time
What characters actually do
A member spends their time on one of three things at any moment:
- Dispatched — out on a quest, gather run, hunt, or patrol. The queue runs on real-world timers, even while the app is closed.
- In combat — auto-battle resolves their archetype actions and slotted essences against an enemy family (and its affix, if rolled).
- Working a building — assigned to a refinery, workshop, or watchtower. Their profession governs the output rate.
Plus the Heartbeat feed: when an NPC agent arrives, the member you assign to handle them gets the rewards (or the consequences).
Sample builds
Three named configurations that make the abstract systems above feel concrete. Illustrative, not optimal — metas shift on every patch.
Burn Berserker
Stack damage-over-time on every attack. Keep stacking.
Aggressive damage-over-time. Strikers running the Berserker path with a Flame primary build up Burn stacks fast; the Wolf's Fang secondary adds Bleed for a multi-status blowout. Smith profession refines the gear you'll need for tier-3+ weapons.
- Archetype
- Striker · Berserker
- Slot 1
- Flame's Kiss
- Slot 2
- Predator's Fury
- Profession
- Smith
- Mutation category
- Flame
Illustrative as of v1.0.18 — patches shift the meta.
Frost Sentinel
Lock the front line. Outlast the fight.
Guardian on the Bulwark path with a Frost primary debuffs every attacker's speed while Tidal Grace heals on hit. Pairs naturally with a Stonecutter profession for tier-3 walls and barricades. The build you want when a Proving Grounds boss outdamages your DPS.
- Race
- Tidewalker
- Archetype
- Guardian · Bulwark
- Slot 1
- Mountain's Resolve
- Slot 2
- Tidal Grace
- Profession
- Stonecutter
- Mutation category
- Frost
Illustrative as of v1.0.18 — patches shift the meta.
Shadow Reaper
Curse first, kill second. Snowball through trash.
Assassin on the Reaper path with Shadow Blight loads Curse onto targets so the next hit takes +10%. Cursed Aura as the secondary keeps the debuff topped off. Hunter profession supplies the high-tier bows and venoms. Glass cannon — pair with a tank.
- Race
- Dark-elf
- Archetype
- Assassin · Reaper
- Slot 1
- Shadow Blight
- Slot 2
- Cursed Aura
- Profession
- Hunter
- Mutation category
- Shadow
Illustrative as of v1.0.18 — patches shift the meta.
Want to roll your own?
Open the Build Planner →Pick any archetype, slot two essences, allocate every skill point. Shareable URL.
Glossary
Short definitions for the jargon that appears on every other wiki page. Each term has a stable anchor: link in as /wiki/characters#glossary-soulfire and similar.
- Soulfire
- The account-wide currency you earn when a member is refined. Funds the soul tree. Every member in the roster benefits from soul tree allocations, regardless of who paid for them.
- Refine (member)
- The prestige flow for a single member. Refining converts the member into soulfire (proportional to their lifetime XP and refinements so far). The member is removed from the roster but the soulfire stays.
- Slot 1 / Slot 2 (echo)
- Every character has two essence slots. Slot 1 fires at full power; slot 2 is the "echo" — roughly half the trigger rate and a limited trigger set. Build identity comes from slot 1; slot 2 is for utility or status-stacking.
- Essence branch
- A 5-node mini-skill-tree that an equipped essence projects into the member's archetype tree. Two equipped essences = two extra branches visible. Swap an essence and that branch's invested points freeze; respec refunds them.
- Mutation
- When an essence is slotted, it rewrites the flavor of each archetype skill. Eight elemental categories (Flame / Frost / Storm / Shadow / Holy / Nature / Void / Arcane) each project a per-skill, per-archetype twist — roughly 672 unique mutations across the system.
- Skill point (SP)
- One per sublevel, capped at 130 (archetype tree) or 18 (profession tree). A full archetype tree wants ~198 SP, so allocation is always a forced tradeoff.
- Class change vs respec
- A respec refunds skill points within the current archetype tree — 500 gold, no tree change. A class change re-rolls the archetype entirely; it's free but wipes the tree. Levels and equipment carry over either way.
- Binding (a titan)
- The lore term for slotting an essence. A character "binds" themselves to the fallen titan whose essence they carry. The game uses both "slot" (mechanical) and "bind" (narrative).
- Catechism tier
- Your progress along a consecrated patron's doctrine. Higher tiers unlock relic and recipe pools that only members of that consecration can craft. Apostatize and the tiers reset.
- Consecration / apostasy
- Dedicating a patron shrine to one of the five faiths (consecration) commits your region to that patron's catechism. Switching faiths later (apostasy) is possible but costly: catechism tier resets, gated recipes lock, and the new faith's loyalty begins at zero.
Veterans: there's no detail page for individual roster members on the wiki — character data is per-save and lives in the game client. This page is the system map; the deep dives are linked above.
