Skip to content

Progression – Adventurer Rank

Document: Game Design – Gameplay – Progression – Adventurer Rank
Status: Exploratory
Last updated: 2026-01-10


1. Purpose of This Document

This document defines the Adventurer Rank system in Atherion.

Adventurer Rank replaces traditional character levels and serves as:

  • the primary indicator of player progression
  • a gate for content access and responsibility
  • a form of social recognition within the world

The goal is to create progression that feels earned, visible, and persistent, without relying on infinite numerical scaling.


2. Core Philosophy

Progression is recognition, not just power.

Adventurer Rank represents:

  • what challenges a player has overcome
  • what responsibilities they are trusted with
  • what content they are allowed to access

It is not a simple measure of:

  • hours played
  • experience points accumulated
  • raw combat strength

3. Rank Structure

3.1. Rank Tiers (Illustrative)

A working rank ladder may look like:

  • F – Novice
  • E
  • D
  • C
  • B
  • A
  • S – Elite
  • SS – Exceptional

Exact naming and number of tiers may change, but the intent is:

  • most players cluster around B–A
  • S represents high mastery
  • SS is rare and prestigious

3.2. Rank Is Not Infinite

Decision (hard):
Adventurer Rank is bounded.

Rationale:

  • Prevents infinite vertical inflation.
  • Preserves the meaning of high ranks.
  • Keeps old achievements relevant.

New content does not add new rank tiers lightly; it adds new ways to express mastery within existing tiers.


4. How Rank Is Earned

4.1. Rank Advancement Is Milestone-Based

Decision (current):
Rank progression is earned by completing milestones, not by accumulating generic XP.

Milestones may include:

  • defeating specific Everspire bosses or depths
  • completing high-difficulty challenges
  • demonstrating mastery of a profession
  • completing notable open-world feats
  • contributing significantly to group success

Milestones are:

  • explicit
  • auditable
  • resistant to grind exploitation

4.2. No Single Mandatory Path

Decision (directional):
There is no single required activity to advance rank.

Examples:

  • A combat-focused player advances via Everspire and strikes.
  • A crafter may advance through mastery, rare creations, and economic contribution.
  • A support-oriented player advances through group success and reliability.

Some ranks may require breadth, not just depth.


5. Rank Promotion Process

5.1. Promotion Is Explicit

Rank does not increase silently.

Promotion involves:

  • meeting prerequisites
  • applying or being evaluated
  • receiving confirmation (narrative + mechanical)

This reinforces rank as a social status, not just a number.


5.2. Tests, Trials, and Validation

Higher ranks may require:

  • specific trials
  • challenge modes
  • evaluations that cannot be brute-forced

Example:

  • Promotion to S may require completing a high-difficulty Everspire challenge.
  • Promotion to SS may require exceptional feats that few players achieve.

6. What Rank Unlocks

6.1. Access, Not Raw Power

Decision (hard):
Adventurer Rank primarily unlocks access and responsibility, not linear stat increases.

Rank may unlock:

  • access to deeper Everspire layers
  • eligibility for certain bounties or contracts
  • ability to lead high-risk expeditions
  • access to advanced crafting blueprints
  • social recognition and titles

Raw numerical advantages should be limited and controlled.


6.2. Rank as Trust

Higher-ranked adventurers are:

  • trusted with higher-risk content
  • expected to act responsibly in groups
  • more visible in social contexts

This allows rank to function as a soft reputation system.


7. Rank, Skill Growth, and Stats

7.1. Skill-Based Growth

Decision (directional):
Skills improve through use, not rank.

Examples:

  • sword proficiency increases through sword combat
  • crafting skills improve through crafting
  • support effectiveness improves through support actions

Rank does not directly grant skill levels.


7.2. Base Stats and Rank

Rank may:

  • unlock stat caps
  • unlock new stat growth avenues
  • enable specialization paths

Rank should not:

  • automatically increase all stats
  • invalidate earlier build choices

Stat growth remains expressive, not automatic.


8. Rank and Group Content

8.1. Rank as a Soft Filter

Groups may use rank as:

  • a guideline for expected experience
  • a trust signal for harder content

However:

  • rank should not hard-lock most content
  • exceptional players may outperform their rank
  • mentorship and mixed-rank groups are encouraged

8.2. Rank in Large-Scale Content

In content requiring many players:

  • rank distribution matters more than individual peaks
  • coordination and reliability outweigh raw rank

This reinforces social play over elitism.


9. Rank Decay and Permanence

Decision (current):
Adventurer Rank does not decay over time.

Rationale:

  • Players should be able to take breaks without penalty.
  • Rank represents historical achievement.

However:

  • access to certain content may still require current readiness (gear, preparation).

10. Rank Visibility

Rank should be:

  • visible in appropriate social contexts
  • discoverable without being intrusive
  • meaningful without encouraging harassment or exclusion

Exact UI presentation is deferred.


11. Relationship to Other Progression Systems

Adventurer Rank interacts with:

  • Everspire progression
  • profession mastery
  • company roles and responsibilities
  • access to contracts and content

It does not replace:

  • skill growth
  • gear progression
  • player knowledge

12. Open Questions

  • Should rank promotion ever require peer or NPC endorsement?
  • How many SS-ranked players should exist in a healthy region?
  • Should rank gates differ between solo and group paths?
  • How do we prevent rank “carry” services?
  • Should rank ever be partially reset or challenged?

These questions will be refined through testing and iteration.


13. Relationship to Other Documents

  • gameplay/core-loop.md defines where rank fits into play.
  • world/everspire.md defines major rank milestones.
  • gameplay/companies-and-guilds.md will define social use of rank.
  • technical-design/backend/instance-model.md enforces access rules.

End of document.


Discussion