What you actually earn.
1 account. 1 ledger. Every match you play compounds into global levels, biome mastery, weapon tiers, augments, and mounts. Nothing in this list is purchasable.
Levels 1 through 100.
Every minion, every player, every base, every boss phase feeds the same XP pool. Tier 50 is the point where your kit reads as competitive. Tier 100 is the last inch.
Universal talents. Biome flavor.
Faction is assigned at spawn. Your talent investment is not. 5 universal categories (damage-over-time, control, burst, utility, synergy) with the same scaling no matter where you land, and the biome deciding whether your tick burns, freezes, shocks, or poisons.
80 armor sets. 1 path to each.
4 faction biomes × 5 classes × 4 tiers. Every tier is earned by mastering the biome it comes from: kills first, then wins, then bases captured. Each set is distinct geometry, not a recolor.
Common
300 kills in the biome
Rare
1,000 kills in the biome
Epic
25 wins in the biome
Legendary
200 bases captured in the biome
Each set is 4 pieces: Helm, Chest, Legs, Boots. Mix-and-match across biomes is allowed; the fashion is yours.
240 configurations to chase.
20 weapons × 4 faction biome variants × 3 tiers. Each weapon unlocks the next through kill counts. Tiers sharpen the numbers; playstyle stays yours.
Tier 1
Baseline.
Tier 2
+20% damage. -10% reload.
Tier 3
+40% damage. -20% reload. +20% magazine.
Clan-researched. Guild-tradeable. Never on the shop.
4 slots. 2 base, 2 unlocked through your guild's research track. Augments are the sharpest numbers in the game, and the one thing you cannot buy with money. Your guild researches them. Your guild trades them. Nothing else.
Common
1 minor stat.
Rare
1 major stat, or 2 minor.
Epic
2 major stats.
Legendary
2 major stats plus a unique effect.
Speed you earn by playing.
Mount access scales with your global level. You cannot attack while mounted, and the dismount cast is real, so mounts are for traversal, not cheese.