Paths of Power
Okay, here's a detailed explanation of Paths and how they function within the provided sources, including specific examples:
What are Paths?
- Paths are a core mechanic in the System, representing a structured way for characters to grow, develop new skills, and gain power. They are essentially a series of challenges, choices, or steps that a character can take to progress in the world.
- They are a means by which the System guides characters towards specific areas of expertise and growth.
- Paths are not individual and can be accessed by multiple people.
- Paths often have a cost in PP (Path Points), which are earned by leveling up skills.
- Completing a path typically grants stat bonuses, new skills, or access to new abilities.
- Paths can be linear, or they can branch into multiple options, giving the character a choice in how to develop.
- Paths can be related to skills, stats, or even the character’s background and experiences.
How Paths Work
- Access: Paths are unlocked by various means including:
- Leveling up skills to certain levels.
- Reaching specific total stat values (e.g., Newbie Path, Trainee Path, Apprentice Path, Journeyman Path).
- Completing other Paths.
- Making certain choices or experiencing specific events.
- Having certain skills.
- Some paths are "Great Paths", which are rare and unique.
- Progression:
- Paths often require the expenditure of PP to progress.
- PP are gained each time a Skill is leveled up.
- Some paths require a series of steps or challenges to complete, some with extending branching choices.
- Paths can have varying lengths, from very short ones to those that require hundreds or thousands of PP.
- Rewards:
- Completing a path usually grants rewards.
- Rewards can include stat increases, new skills, access to new paths, and new abilities.
- Rewards are also sometimes tied to the context of the Path, such as a Path related to root manipulation providing an increased understanding of the earth.
- Some paths may provide unique effects.
- Branching Paths:
- Some paths will branch off into different options, giving characters a choice of which specific powers or abilities they want to pursue.
- These branching paths often lead to unique skills and abilities.
- Extending Paths:
- Some paths can be extended after their initial completion.
- Extending paths usually offer a choice of where the path will go, and how the character will progress.
Key Concepts
- Path Points (PP): These are the currency used to progress through Paths. They are primarily earned by increasing skill levels.
- Branching Paths: These paths allow for customization and specialization.
- Extending Paths: These paths offer a choice for continued progression after the initial completion of the path.
- Great Paths: Unique and powerful paths that are tied to the System.
- System Guidance: Paths guide character development, providing a framework for growth.
Specific Examples of Paths
Here are some specific examples of Paths and how they function:
- Newbie Path: This is a foundational path, and completing it grants +1 to all stats per level, as well as the active skills Mana Bolt Level 1 and Heavy Blow Level 1. It serves as an initial introduction to the Path system.
- Pathless Path: A series of paths that seem to be chosen randomly. These paths focus on traveling through the wilderness and provide stat increases, as well as the Pathfinding skill. They are an example of a path that provides no immediate reward, but whose reward is greater than the sum of its parts.
- Physical Fitness Path: This is a path focused on improving physical abilities.
- Path of Wonder: This path is unlocked after witnessing a dazzling display of blue energy. Completing it grants the Skill Eyes of Wonder.
- Root Manipulation Path: This path enhances a character’s ability to control roots and plants. It can branch into different specializations like life-draining roots or strong binding roots.
- Path of Control: Provides a bonus to the Control attribute. This is an example of a path that grants an attribute bonus.
- Path of Carnage: This path is described as a "bloody road". It involves difficult and potentially morally compromising choices that lead to rewards.
- Grace Path: This path increases Willpower and Stamina per level and grants the skill Body Control: Freeze.
- Tireless Path: This path increases Vitality, Reaction, and Willpower and grants the Skill Stalemate Breaker.
- Bacterial Mutation Path: This path focuses on adapting the body to harsh environments, and branches out into further improvements of the body.
- System Transgressor Path: A path that is related to the Heretic Path. It focuses on subverting and understanding the System.
- Adept Path: A path that is an evolution of the Journeyman Path, indicating progression beyond normal levels. It has branching options that allow for specialization.
- Experimenter Path: A path that rewards the combination of skills and materials. It also increases the chance of success when combining different elements.
- Heretic Path: A path that is related to the System’s ire. It seems to be a special path for those who cause a disturbance within the system. It is directly related to how a character uses Aether. It is a path that grows as the character does, with different versions of it being triggered when the character has unique experiences.
- Disciple of Shal: A special path that scales to the level of the master and grants a special skill upon completion.
- Monster Slayer Path: A series of paths that reward the slaying of monsters with stat increases.
- Potion Making Path: A series of paths that reward the understanding of potions.
- Living Engraving Path: A path that is unlocked by experimenting with Engravings.
- Growth of Yggdrasil Path: A series of paths related to the world tree.
- Steps of the Godling: A path that increases Progenitor's Influence, which affects the character's influence on their world.
- Evolution of Self: A path that leads toward the Nexus and grants +10 to all stats.
- Perfect Soul Bond: A path that may trigger strange changes in the System and the character.
- Path of the Patron: A path that may be related to a character's connection to a Patron.
- The Road to Mastery: A "base path" that is available to characters with certain stat totals.
- Physical Fitness Path: This path is focused on improving physical abilities. It leads to the Basic Fitness Path. The basic to advanced path grants a total of 10 Endurance, and a total of 145 levels.
- Pathless Path: This path is a series of paths that give +2 to all stats, a random chest, and the Pathfinding skill. It is described as a path that "continues ever onward". The path results in a final reward of +2 Health/Mana/Stamina per level and +1 Stat per Level.
- Pathfinder Path: Unlocked by the Pathfinding Skill, this path provides +2 Perception and Reaction and the Mapmaking Level 1 Skill.
- Monster Slayer Path: A series of paths that reward the slaying of monsters with stat increases and other bonuses, and the completion of each path grants a stat point.
- Heavy Blow Path: This path provides +1 free Stat and +20 Stamina, and prepares the character for dealing with impediments that can only be overcome with force.
- Potion Making Path: A series of paths that are unlocked by raising the Potion Making Skill. It can provide skills like Extract Level 1.
- Entangling Roots Path: This path grants +3 Intelligence, Wisdom, Control, and Focus, +25 Mana, the Wall of Thorns Level 1 Skill, and the Soul Seed (U) Skill. It enhances the character's connection to the earth and plants.
- Apprentice Path: This path provides distributable Stat points as well as access to Patrons.
- Fireball Path I: Unlocked after getting the Fireball Skill to level 30, this path grants +2 Focus and +5 Mana.
- Watcher Path: This path appears after completing the Monster Slayer Path, and its effects are not clear.
- Heretic Path: This path seems related to the System's ire and grows with unique experiences. It is directly related to how a character uses Aether, with different versions of it being triggered when the character has unique experiences. The highest level mentioned in the books is Heretic XXIX.
- Oathbreaker Path: This path grants +10 Resist, and the skill Rejection Level 1.
- Grace I Path: The path grants +5 Willpower, +2 Stamina per Level, and the Skill Body Control: Freeze Level 1.
- Empower I Path: This path grants +30 Stamina and the skill Battle Intent Level 1.
- Root Manipulation I Path: This path changes Root Manipulation to Root Control, and grants access to branching paths.
- Path of Wonder: This path is unlocked by witnessing a dazzling display of blue energy and completing it grants the skill Eyes of Wonder Level 1.
- Path of Carnage: This path is a series of difficult choices that lead to rewards, and each successive path has an increasing cost, starting with Path of Carnage I. The reward for choosing the Bloodseeker's Cup on Path of Carnage III is +8 Str, +7 End and Agi, +1 Vit and React, and Bloodseeker Strike (Un) Level 1. The reward for choosing the Warlord's Sword on Path of Carnage V is +12 Str, +10 Agi, +5 Vit and End, and Quelling Blow (Un) Level 1.
- Tireless Path: This path grants +5 Vitality, Reaction, and Willpower, and the Skill Stalemate Breaker Level 1.
- Bacterial Mutation I Path: This path changes the character by having their body adapt to harsh environments.
- Nexus Traveler Cohort 5 Path: This path gives one free Stat point for every 5 PP spent.
- Path of Control: This path grants +1 Control per Level.
- Fighting Proficiency I Path This path is mentioned frequently, and appears in multiple levels. Fighting Proficiency III gives 1 Perception and 1 Intelligence every 25 PP.
- Initiate of Ash Path: This path has three levels, and the first two give small stat bonuses. Completing the path transforms the character into an Anointed of Ash. It is related to the Patron of Ash.
- Advanced Phys Fitness Path: This path provides 10 Endurance.
- Root Manipulation I Path: This path changes Root Manipulation to Root Control.
- Journeyman Path: This is one of the core paths, and it grants skills and stats.
- Adept Path: This path provides an opportunity to specialize, as well as bonuses to stats.
- Mentalist I Path: This path grants +10 Willpower, +5 Resistance, +1 Mental Stat per Level and increases the efficacy of Battle Intent.
- Basic Soul Bond Path: A path that seems to improve the connection to Neveah. The Intermediate version of this path grants +100 Mana Regeneration.
- Steps of the Godling I Path: This path grants access to the attribute Progenitor's Influence, and increases Progenitor's Influence by 20 per level, and +2 to all Stats.
- Experimenter I Path: This path gives 1 Reaction every 5 PP. Experimenter II gives 1 Control for every 5 PP spent. Experimenter III is not mentioned. Experimenter IV makes production tasks better.
- The First Legend: This path is a reward path.
- The Road to Mastery: A final path in a line of Main Paths that provides bonuses for leveling. It is a "base path" that is available to characters with certain stat totals.
- Seed of Yggdrasil Path: A path that is related to the Yggdrasil Skills.
- Growth of Yggdrasil Path: A path that is related to the Yggdrasil Skills and grants a sizable amount of Vitality.
- Intermediate Battle Intent Path: Grants bonuses to Battle Intent.
- Advanced Mana Engraving Path: This path requires 400 PP and is related to Mana Engravings.
- Lavamancer Path: This path requires 300 PP.
- Chosen of Ash Path: This path is related to the Patron of Ash and requires 200 PP.
- Metallurgist Path: This path gives 1 Control every 5 PP.
- Perfect Soul Bond Path: This path costs 1000 PP.
- Mana Ghoul Path: Completing this path results in a decrease of 25 Willpower and doubles Mana Regeneration and grants the skill From Darkness, Genesis (R) Lvl 1.
- Evolution of Self Path: A path that leads toward the Nexus. Evolution of Self I grants +10 to all Stats.
- The Bell of Doom Tolls Path: This path requires 600 PP.
- Raiments of the World Tree Path: This path costs 3000 PP and grants 2 free Stats every 25 PP.
- Fiery Sharpshooter Path: This path provides 1 Perception and 1 Intelligence every 25 PP.
- Mana Lich Path: This path provides 100 Mana every 50 PP, and the skill Mana Physique (Un) Lvl 1.
- Aether Convergence Path: This path is related to Aether.
- Friend to Humanity Path: This path requires 100 PP.
- Mantle of the Patron Path: This path is related to a Patron and requires 500 PP.
- War Leader Path: This path requires 200 PP.
- The Bell of Doom Tolls Path: This path requires 600 PP.
- Ashes of Ulaat Path: This path is related to the Ashen Image and requires 1000 PP.
- Order Ducis: Font of Guidance: This path seems related to the new powers gained with the Ignition of the Emerald Essence.
- Humanity's Torch: This path is related to the new powers gained with the Ignition of the Emerald Essence.
- Bearing of a Teacher: This path is related to the new powers gained with the Ignition of the Emerald Essence.
- Limitless Will Path: This path costs 1000 PP and seems related to the new powers gained with the Ignition of the Emerald Essence.
- Puppet Master Path: This path costs 100 PP.
- Physique of the Grim Chimera Path: This path seems to increase physical prowess.
This list provides a glimpse into the diverse range of Paths available, each offering unique benefits and contributing to character progression in different ways.
50 Starter Paths and Effects
-
Newbie Path 7/7
- +1 to all Stats, +1 Stat point per Level, +4 Health per Level, +2 Mana and +2 Stamina per Level.
- Learns active Skills Mana Bolt Level 1 and Heavy Blow Level 1.
-
P. Def Path 10/10
- +2 to all P. Supp stats, +1 P. Supp point per Level.
- Learns Pain Resistance Skill. Learns Physical Resistance Skill.
-
M. Supp Path 10/10
- +2 to all M. Supp Stats, +1 M. Supp point per Level.
- Learns the skill Meditation Level 1.
-
Risk Taker Path 15/15
- No benefits listed other than completion.
-
Basic Physical Fitness Path 20/20
- No benefits listed other than completion.
-
Advanced Physical Fitness Path 100/100
- +10 Endurance.
-
Trainee Path 15/15
- See Trainee Path for details.
-
Pathless I Path 100/100
- +1 Stat.
-
Pathless II Path 5/5
- +2 free Stat(s).
- Receives 1 Random Chest, a Tiny Chest (R).
-
Pathless III Path 10/10
- +2 Stat(s).
- Learns the Skill Pathfinding Level 1.
- Realizes that all paths lead to the same destination.
-
Pathfinder Path 15/15
- +2 Perception and Reaction.
- Learns the Skill Mapmaking Level 1.
-
Disciple of Shal Path 37/37
- Continues up to Shal's level, at which point a special Skill will be gained based on effort.
-
Pathless X Path
- +2 Health/Mana/Stamina per Level! +1 Stat per Level.
- Realizes that all paths are the same and lead to the same place, and that the path continues ever onward.
-
Physical Fitness Path 25/25
- No benefits listed other than completion.
-
Mana Bolt Path I 25/25
- Bonuses: +1 Intelligence every 5 PP.
- Completion Bonus: Reduce Mana Cost of Mana Bolt Skill by 1. +5 Mana Regen.
-
Evasion Path 35/35
- No benefits listed other than completion.
-
Phantom Thrust Path I 5/5
- +1 Agility.
-
Phantom Thrust Path II 110/110
- +1 Strength
- Cycle of Rot and Ash Soulskill : +15 Health and +2 Vit.
- +4 Agi and +4 Strength.
- Effectiveness of each Skill Level of Phantom Thrust has increased a very small amount. Agility +3. Stamina +50. Stamina Regen +5
-
Spear Mastery I Path 50/50
- No benefits listed other than completion.
-
Spear Mastery II Path 75/75
- No benefits listed other than completion.
-
Monster Slayer I Path 1/1
- +1 free Stat.
- "Sometimes the path you walk is stained by the blood of those who would stand against you"
-
Monster Slayer II Path 3/3
- No benefits listed other than completion
-
Monster Slayer III Path 6/6
- No benefits listed other than completion.
-
Heavy Blow Path I 20/20
- Bonuses: +1 Strength every 4 PP.
- Completion Bonus: Reduce Stamina Cost of Heavy Blow Skill by 1. +5 Stamina Regen.
-
Potion Making I Path 25/25
- Bonuses: Unlocks Potionmaking Skill, +1 Agility per 5 PP.
- Completion Bonus: +5% Chance of producing a potion of one tier higher rarity than you normally could with the materials used and your skill level. Unlocks Extract Skill.
-
Potion Making II Path 35/35
- Bonuses: +2 Focus Per 5 PP.
- Completion Bonus: Learns the Skill Catalysis.
-
Entangling Roots Path 40/40
- Bonuses: +1 Control and +1 Perception per 5 PP.
- Completion Bonus: Improves Rarity of your Entangling Roots Skill.
-
Meditation Path 35/35
- Bonuses: +1 Wisdom per 5 PP.
- Completion Bonus: Unlocks Improved Meditation Skill if you have Meditation Skill Level greater than or equal to 25.
-
Frontrunner Path
- Brings great power and places great weight.
-
Apprentice Path 50/50
- Bonuses: +2 Stats per 5 PP.
- Completion Bonus: +50 to Health, Mana, and Stamina. +2 to all Stats. Unique Branch Based Skill or Spell.
-
Fireball I Path 50/50
- Bonuses: +2 Focus and +5 Max Mana per 5 PP.
- Completion Bonus: Reduces mana cost of Fireball spell by 1%.
-
Watcher Path 0/??
- No benefits listed other than completion.
-
Heretic Path I-XV 0/???
- No benefits listed other than completion.
-
Oathbreaker Path 25/25
- No benefits listed other than completion.
-
Initiate of Ash I Path 75/75
- Strength +3, Intelligence +3, Reaction +3.
-
Empower I Path 60/60
- Stamina +30
- Learns the Skill Battle Intent Level 1.
-
Path of Carnage I Path 25/25
- +1 point in Strength every 5 PP.
-
Path of Carnage II Path 25/50
- +1 Perception at 30, 40, and 50 PP.
-
Path of Carnage III Path 50/100
- 2 distributable points at 75 and 100 PP.
-
Path of Carnage IV Path 100/200
- No benefits listed other than completion.
-
Path of Carnage V Path 400/400
- No benefits listed other than completion.
-
Path of Carnage VI Path 400/800
- No benefits listed other than completion.
-
Fighting Proficiency I Path 90/90
- No benefits listed other than completion.
-
Root Manipulation I Path 85/85
- No benefits listed other than completion.
-
Nexus Traveler Cohort 5 Path 50/50
- 1 free Stat point every 5 PP spent.
- Small amount of bonus experience on every kill.
- It will be slightly easier to raise Skill Levels.
-
Advanced Phys Fitness Path 100/100
- +10 Endurance.
-
Path of Control 200/200
- +1 Control per Level.
-
Agony I Path 100/100
- No benefits listed other than completion.
-
Weeping that Falls Like Rain Path 200/200
- No benefits listed other than completion.
-
Tireless Path 50/50
- 1 End every 10 PP
- Blessing of Rain Soulskill: +2 Wisdom, +6 Focus. Ability to concentrate permanently.
It's worth noting that some Paths, such as the Path of Carnage and the Heretic Path, are mentioned multiple times with increasing Roman numerals, indicating that they are part of a series or chain of Paths. The benefits for some paths may also be discovered at set PP intervals within the path and upon completion, but that information may not be explicitly stated. Also, some Paths are given question marks, as there may be some uncertainty about their nature, but there are no known benefits listed in the provided text.
- No benefits listed other than completion. Used as placeholder for actual mechanics.