Skip to main content

Design: Classes, Skill Tree, Progression

August 23, 2025​

  • @rachaelrose1212
  • @Galactic_15
  • @jyu
  • @maloki
  • @Rev
  • @Sp3cialK

Visual Working Board PDF​

Meeting Format​

  • Meeting included:
    • Idea sharing (15 minutes)
    • Weekly focus topic (30 minutes)
    • Review of existing and in-progress ideas (15 Miuntes)

Classes​

  • Initial confusion noted around stance on class systems: original messaging emphasized "no classes," only build freedom
  • New suggestion: unlockable archetypes as mid-game specializations
  • Proposed as bundles of passive traits linked to abilities and lore, avoiding locked-in roles
  • Could be implemented through rune gems requiring certain attributes or ability slots

Non-Combat Archetypes​

  • Suggested addition of profession-like bonuses (e.g. double mob drops, bonus wood gathering)
  • Emphasis on passive, non-combat utility to enhance immersion and roleplay
  • These bonuses would affect overland activities, not Rift gameplay

Skill Tree​

Star Map Layout​

  • Star map structure proposed:
    • Center = core passives
    • Radiating β€œwedges” tied to Essence types
    • Outer rim = Divine Essence tier skills
    • Color progression: center (dark) β†’ outer (rainbow).
    • Web of interlinked passive skills.

Visual & Functional Design​

  • Tree connected by curved lines with passive bonuses at intersections
  • Skill point cost increases by distance from center:
    • Core: 10 points
    • Mid-tier: 20–30 points
    • Divine Rim: 40–50 points
  • Skills purchased using essence, with costs reduced by Rift completions
  • Divine edge unlocks rare, powerful effects tied to divine materials

Passive Skill Examples​

  • Double jump
  • Limited glide
  • Increased wood when chopping down trees

Essence Economy​

  • Proposed using essence to reduce cost of skills
  • Essence could be farmed outside Rifts (e.g. from overland tasks), encouraging broader gameplay loops
  • Showing gathered essence resources per player

Progression​

Dual Progression Tracks​

  • Two primary systems:
    • Leveling and Attributes (Strength, Speed, Utility, etc.)
    • Guild Reputation (guild specific progress and unlocks)

Attribute Condensation​

  • Proposal to condense six core stats into three meta-stats:
    • Strength/Speed (Force)
    • Abilities/Magic (Aptitude)
    • Utility/Survivability (Presence)
  • Level 100 model with dynamic XP scaling and diminishing returns

Perk System​

  • Perks tied to attribute milestones.
  • Choose between Perk A or B per tier, can unlock both eventually via looped investment
  • Examples:
    • Step assist
    • Reduced burn time
    • Fall damage resistance

Guild Reputation Unlock Model​

  • UI design in progress to visualize guild progression
  • Proposed three types of unlocks:
    • Linear level-based
    • Reputation-only
    • Combined requirements

Additional Topics​

Leveling vs. Gameplay Progression​

  • Discussion around pros/cons of traditional level-based systems
  • Alternative suggested: tie progression to completing gameplay objectives rather than XP numbers
  • Question raised if essence + objective hybrid would offer better experience

Combined Progression Proposal​

  • Blend of divine-essence unlock path with traditional leveling:
    • Example: 60% unlocked via milestones, 40% via essence grinding
    • Would create dual paths to progression while preserving endgame goals
  • Essence could be used to amplify perks, unlock unique skills, or offer alternate progression.
  • Encourages overland farming and provides non-Rift activities for progression

Next Actions

  • Next week’s meeting will continue at a similar time
  • Forum discussion planned for playtesting experiences, how far can you progress?
  • Next focus: from the BIG team meeting, focusing on datapacks