No Classes — Essences
Your character is defined by three base essences, held permanently, plus one confluence essence formed from them. A small set of essences produces an enormous space of builds through combination — your identity is discovered, not picked from a menu.
Getting Essences
Essences drop from themed monsters — themed mobs drop themed essences, and which mobs you can reach depends on how deep you can survive. A dropped essence can be:
- Used — permanently gain it, via a deliberate ritual with a clear permanence warning.
- Sold — essences are the high-value backbone of the gold market.
- Consumed — if you already hold that essence, a duplicate feeds tree-locked ability points (see below). No drop is wasted.
Permanence
Once your three base essences are committed, they are permanent for that character's life — and so is the confluence rolled from them. Each essence works fully from the moment you take it; committing the third unlocks your confluence.
How the Confluence Is Rolled
The confluence is not a simple recipe — it carries deliberate luck:
- When you commit your third essence, the server randomly ignores one of your three (33% each).
- The two survivors form an ordered pair, ordered by which you acquired first.
- That ordered pair is looked up in a hand-authored table — X then Y and Y then X can yield different confluences.
- The roll happens once, and the result is permanent.
You can influence your confluence — choose your three essences and control acquisition order — but the ignore-roll always gates the outcome. Two characters with identical essences in identical order can still end up with different confluences. Confluence-exclusive abilities never appear in base trees, so rolling a prized confluence is a genuine unlock.
Chasing Rares
Confluences are not all equal. Some are stronger, some are rare, and their strength is situational — PvP, solo, economy, support. Stacking the odds toward a rare one is a real pursuit.
Duplicates
Consuming a duplicate of an essence you hold grants an ability point usable only in that essence's tree — at a doubling cost. The first duplicate yields a point; the next point costs 2 duplicates, then 4, then 8, lifetime, never resetting. A strong early accelerator that fades into sell-for-gold territory. Every duplicate is an invest-or-liquidate decision.
The Only Way Out
One rare, gated ability — unlocked only by leveling a certain rare essence to max — can remove an essence, and only consensually: the provider casts, the target accepts. It removes one base essence, keeps the two survivors' mastery, and re-rolls your confluence once you've re-earned a third. The new essence starts at level 1, the service has a 24-hour cooldown, and providers are scarce. Permanence has exactly one, expensive escape hatch.
The Starter Essences
| Essence | Center |
|---|---|
| Rift | The pocket dimension you carry |
| Void | Mastery of overworld space |
| Stalk | The hunter |
| Hearth | The beastmaster |
| Snare | The trapper |
| Veil | The trickster |
| Forge | The artificer |
| Ward | The protector |
| Blight | The afflictor |
Every essence is designed to be fun and complete solo — other players enhance your build, they're never required by it.