Progression
Everything you become is measured in one place: a soul core you fill by killing things stronger than you. This page walks the whole climb, and lets you use the real screens.
The Climb
Eight steps from infection to Ascended. Every number on this page is read straight out of the mod.
Infection
You log in and the Spell finds you. “You are Infected. Your first nightmare begins in 3 days.” Sleep is blocked until it does. Use the three days to arm yourself.
The First Nightmare
You choose a trial (Combat, Utility or Support) and are taken to the mountain. How well you perform is graded as a tier from 0 to 5: Spared, Survivor, Proven, Distinguished, Exemplary, Transcendent.
Dreamer, and an Aspect
Clearing the trial is what makes you a Dreamer. Even a failed run releases you as one. Your performance tier decides which pool your Aspect is drawn from, and you are bound to that Aspect permanently.
The Summons
On a server-wide clock, every Dreamer is pulled into the Dream Realm at once. Once under you must stay a set number of days before any gate will let you out.
Saturate the core
Kill things at or above your rank. Each kill pays soul fragments; fragments fill your core. You collect 75% of the gap to the next rank just by saturating. You earn most of a rank before you are given it.
Awaken
Walk out through a conquered Citadel gate with your core at 75% or better and you Awaken. Under-saturated Dreamers still get out. They just stay Dreamers, and the summons keeps its hold on them.
The Second Nightmare
A cohort of at least five, all exactly Awakened and all at 75% saturation, accepts inside a 45-second window. It is the only door of its kind.
Ascended
“Something in you gives way, and settles higher.” Survivors are promoted, their Aspect climbs a rung, and they walk out with a rebirth charge to redistribute everything they are.
The Soul Rank Ladder
Eight rungs. Each one is a hard set of numbers, not a title. There is no “Sleeper” rank; before the First Nightmare you have no rank at all.
| Rank | Max Essence | Regen/s | Max Health | Soul HP | Reached by |
|---|
Nightmare creatures use different names on the very same rungs: Dormant, Awakened, Fallen, Corrupted, Great, Cursed, Unholy. That is why the bestiary reads differently from your status page.
The Status Page
Everything the Spell will admit about you, on one sheet. Hover any row to read what the game tells you about it.
What you are looking at
This is the spine of the whole mod. Your rank, your core, your Aspect and the Flaw that came with it, and every Memory, Echo and ability you hold, all read from one page.
- Soul Fragments is the bar that matters. It is your current core's saturation, and it resets to zero every time you rank up.
- Soul Essence is what abilities spend. Its ceiling is set by your rank and then stretched by how saturated your core is.
- Soul HP is a second, separate health pool that only soul-damage touches. Reaching zero there kills you outright.
- Class only appears for souls that can form more than one core. It is read purely off the core count: Beast, Monster, Demon, Devil, Tyrant, Terror, Titan.
- The three lines at the bottom are doors. They are how you reach every other screen on this page.
“The Spell has not revealed this yet.” is what a row says before you have earned it.
Stat Allocation
Six stats, a budget you earn a fifth of a core at a time, and caps that stop you outrunning your own rank. This one is live. Spend the points.
How the points work
Your total is never banked and never accrued. It is recomputed from what you are, every ten ticks: five points per rank you have earned, plus everything you banked at previous ranks, plus one point for every completed fifth of your current core.
That last part is the sharp edge. The live portion can be taken back. Lose fragments to a PvP death and saturation slips, and the game tells you so: “The Soul Thins.”
- Growing stats (Vitality, Strength, Essence Regeneration, Endurance) pay a flat 2.5% of your base per point.
- Shrinking stats (Resistance and Cooldown Reduction) take 2.5% of what is left each time. They narrow for ever and never close, so no amount of investment buys immunity.
- Caps are half the step to the next rank. Investment can close half the distance the next rank would have given you anyway, never more.
- Caps are not monotonic. Vitality's cap falls from 20 to 5 at Supreme because raw health has stopped doubling, and the excess is refunded, not lost.
- Be Born Anew clears every point at once. Charges come from clearing a Nightmare.
The Soul Sea
Not your soul core, but the room it keeps. Two bubbles hang in the dark: everything you can summon, and everything you can cast.
What it holds
The site has used “soul core” and “Soul Sea” interchangeably, and they are not the same thing. The core is the vessel you saturate to rank up. The Soul Sea is where your Memories rest, where your Echoes wait, and where abilities get bound to keys.
- Echoes are the things you can call up. Each row shows its health and what it costs in essence to summon.
- Abilities are your Aspect's kit. They unlock off your soul rank, not your Aspect's. A Dormant-tier Aspect held by an Ascended player is a far bigger thing than the same Aspect on a Dreamer.
- Colour is information: cyan is active, violet passive, and borrowed, stolen or inherited abilities each get their own hue and a tag.
- Memories left in the Sea mend on their own. That is the quiet reason to come back here between runs.
Memories
Soulbound, breakable, and the only gear that matters. Fifteen cells at a time, and a card that tells you exactly how close each one is to shattering.
Durability is the whole game
A Memory has 100 durability and loses it by being used. At 25% or below it turns Fragile, and from then on every single use rolls to destroy it permanently. The curve is gentle at first and then not: roughly 0.2% at the threshold, 1.5% at 15%, 10% at 5%, and certain at zero.
- Seven tiers, and their value doubles each step: 1, 2, 4, 8, 16, 32, 64 fragments when converted.
- Mastery is per copy. Five stars, earned by using that exact Memory, and wiped the moment you sell it. Your mastery does not transfer to a replacement.
- Death resets held Memories to 1 durability. They survive, but you cannot immediately swing them again.
- Converting a Memory in the Soul Sea turns it into fragments. It is deliberately a poor rate, a place to dump commons rather than an income.
Pathway of the Spell
The long track that runs alongside everything else. Fifty stages, a hundred Challenge Points each.
Two different numbers
Challenge Points only ever go up. They are your position on the track. Credits are a balance: claiming a stage pays them out, and Sunny's Brilliant Emporium draws them back down. Finishing the track grants the [Persistent] Attribute.
- Green means claimable, grey means locked, and a claimed stage stays on the track behind you.
- It is the one progression track that does not care about your rank, which makes it the reliable one.
Why You Punch Up
The fragment economy has one rule, and every other design decision falls out of it.
A kill pays according to the gap between your rank and the creature's. Match its rank and you get the base rate. Kill something above you and the rate climbs, up to double. Kill something below you and it collapses: one rank down pays half, two ranks down a third.
| Your rank | Same-rank kill pays | Kills to fill the core | A rank-1 creature pays |
|---|
Filling every core on the ladder is roughly 3,368 same-rank kills. Grinding creatures beneath you is not slow. It is worthless. And in the Dream Realm a PvP death hands 10 to 15% of everything you were carrying straight to whoever killed you.
Aspects & Flaws
What you are given at the end of the First Nightmare, and what it costs you.
There are 72 obtainable Aspects, from Dormant up through Divine, plus the Cursed and Below Mundane shelves that sit off the ordinary ladder. Every one of them is on the Status Page above: pick any Aspect from the dropdown and the sheet redraws with its real rank, class, Flaw name and the abilities your soul rank would have unlocked. The full archive with descriptions lives on the Aspects page.
The roll
Your performance tier decides the pool. Fail, and it is Dormant with certainty. Clear it well, and the shelf moves up. The top of the table is not reachable through the ordinary trials at all. It needs the hidden ordeal, and it is capped at a single holder on the whole server.
| Performance tier | What the pool looks like |
|---|---|
| 0: Spared | 100% Dormant |
| 1: Survivor | 100% Dormant |
| 2: Proven | 30% Dormant · 60% Awakened · 10% Ascended |
| 3: Distinguished | 40% Awakened · 30% Ascended · 30% Transcendent |
| 4: Exemplary | 30% Transcendent · 40% Supreme · 30% Sacred |
| 5: Transcendent hidden ordeal only | 100% Divine |
On Flaws
Every Aspect arrives with one, and you do not get to choose it. A Flaw is permanent, it is part of the bargain, and under very particular circumstances it can be suppressed, or turned around entirely.
We are not going to tell you what yours does. The mod ships without that code on your machine at all, deliberately. Finding out is the point.
Getting There
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