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.mddefines where rank fits into play.world/everspire.mddefines major rank milestones.gameplay/companies-and-guilds.mdwill define social use of rank.technical-design/backend/instance-model.mdenforces access rules.
End of document.