Character Progression and Roles¶
Design Goals¶
The game should feel like a classic MMO without becoming a grind-only stat treadmill. Character growth should come from practiced skills, knowledge, renown, and equipment rather than from one global character level.
No Global Level¶
This game should not use a universal player level.
A character should instead be defined by:
- skill profile
- role affinities
- regional renown
- knowledge and codex familiarity
- equipment quality and specialization
- teaching lineage and reputation where relevant
See equipment-and-gear.md for the full equipment slot, quality, and durability model.
Progression Layers¶
Skill Mastery¶
Each skill improves through relevant action. The player gets better at things by doing them well, doing them in varied conditions, and using stronger teachers or tools.
Role Signatures¶
Roles should emerge from skill clusters rather than from hard class ladders. A strong shield fighter with leadership and endurance plays like a Vanguard, while a skilled healer-survivalist plays like a Warden.
Renown and Trust¶
Each region and major town should track standing. Renown unlocks better contracts, more trusted escorts, town rights, and access to higher-responsibility systems.
Knowledge Progression¶
Monster knowledge, route knowledge, and resource knowledge should progress separately from raw skill. This keeps veteran value high without requiring stat inflation.
Teaching and Lineage¶
Advanced players should be able to teach others for free or for a fee. Teaching accelerates learning, but does not replace actually doing the work.
Skill Gain Rules¶
Skills should grow when the character performs relevant, meaningful actions.
Recommended rules:
- non-trivial tasks give better gains than repetitive easy tasks
- varied activity teaches more than one repeated exploit loop
- success should teach more than failure, but failure can still teach something
- guided teaching should improve gains in lower and middle skill bands
- server-settled jobs should award skill gains from actual outcomes, not client claims
Proficiency Bands¶
The UI should present readable mastery bands rather than naked numbers.
Recommended bands:
- Untrained
- Familiar
- Practiced
- Skilled
- Veteran
- Expert
- Master
Skill Proximity Display¶
The server computes a per-skill gain rate from recent expedition outcomes. When a skill is within 20% of its next band threshold, the UI surfaces an estimate:
- On board cards: expedition cards relevant to that skill show an inline label — "Blades: ~3 hunts to Skilled (est.)"
- Daily outlook panel: the single closest skill flip across all skills appears as one line
- Character sheet: all skills show a thin progress bar within the current band, not just a static label
Estimates are derived from average gain rate on recent similar runs. They are labelled as estimates and do not guarantee advancement — harder runs on more challenging targets give better gains than easy repeated loops.
The proximity display is suppressed when the skill is more than 20% from the next threshold. "Blades: ~47 hunts to Skilled" is not motivating. The display activates only when the target feels achievable.
Launch Archetypes¶
These should be treated as starting affinity packages, not permanent classes.
Vanguard: shields, defense, threat control, escort stability.Ranger: scouting, ranged pressure, route safety, ambush reduction.Arcanist: elemental damage, utility, ritual handling, barrier breaking.Warden: healing, cleansing, recovery, attrition resistance.Artificer: tools, traps, repair, siege utility, expedition prep bonuses.Duelist: single-target pressure, pursuit, boss execution, flexible skirmish role.
Role Model in Async Play¶
Classic MMO roles still matter and express through preparation, loadouts, and role coverage. In group expeditions, complementary roles increase overall coverage without forcing strict class locks.
Examples:
- a Vanguard reduces frontline collapse chance during long escort missions
- a Ranger improves route scouting and lowers surprise encounter risk
- a Warden stretches food and medicine efficiency on long expeditions
- an Artificer improves repair, trap use, and salvage returns
These roles should be derived from skill clusters, not hard class locks.
Unlock Rules¶
Use explicit thresholds for advanced systems instead of giving every feature immediately.
Recommended examples:
- player contract posting unlocks when the player has relevant domain skill competence plus trusted local renown
- town governance voting unlocks at guild rank plus local standing and leadership or stewardship competence
- advanced recipes require matching craft skills plus local materials knowledge
- dangerous expeditions should require relevant combat, survival, and knowledge competence instead of a level gate
Milestone Telegraphing¶
Unlocks must be visible before they are reached. Revealing a feature after the player already qualified for it wastes the motivational pull. The UI should show the next meaningful unlock as soon as the player can see the path to it.
| Current state | Upcoming unlock | When to surface it |
|---|---|---|
| Hall rank F | Hall rank E: new board tier, beginner protection expiry | From first login |
| Hall rank E | Hall rank D: Priority orders, solo bounties expand | After rank E achieved |
| Hall rank D | Hall rank C: group bounty board access | After rank D |
| Blades Familiar | Practiced: Superior weapons at full effectiveness | When Familiar achieved |
| Survey Familiar | Practiced: chart output confidence increases; higher sell value | When Familiar achieved |
| Cartography Practiced | Skilled: guild archive submission rights | When Practiced achieved |
| Renown: Known | Renown: Trusted — player contract posting unlocks | When Known reached |
| Renown: Trusted | Renown: Established — town governance voting eligible | When Trusted reached |
Show the next unlock only, not the full ladder. Showing five future tiers at once dilutes the pull. Each reveal should feel like discovering the next step.
Implementation: store milestone_visibility per character — a simple set of milestone ids the player has been shown. When the player crosses a threshold, mark the next milestone as visible and surface it in the daily outlook panel as a one-line entry.
Core State¶
Store at minimum:
charactercharacter_loadoutcharacter_skill_proficiencycharacter_role_affinitycharacter_region_renowncharacter_knowledge_summarycharacter_equipment(current equipped items per slot)character_inventory(unequipped items)
Derived Combat Snapshot¶
Do not recalculate every modifier during every combat step from raw items. On loadout change, meaningful skill gain, or status change, build a derived combat snapshot that contains:
- health and stamina values
offense_channeldefense_channelarcane_channelutility_channeljewellery_bonus_setrole_tagsburden_modifierexpedition_tags
That snapshot becomes the server-authoritative input for expedition resolution.
Build Storage¶
Players should be able to save multiple loadout profiles. The active expedition references a saved build profile rather than loose equipment state.
Group Coverage Scoring¶
When forming group expeditions, compute a simple group role coverage score from the member snapshots. This helps surface weak compositions without forcing strict class locks.
Related Systems¶
- skill catalog
- equipment and gear
- teaching and apprenticeship
- expedition resolution
- regional renown and town access
- player job board permissions
- guild ranking and officer eligibility