🖥️ UI Progression

The System interface does not give every inducted individual everything at once. Each unlock represents the System's assessment that the character is ready to process that layer of information. The interface is a tool, not a reward - it reflects capability, not achievement.

Universal Rule

Characters who have not met the gate condition for a UI element see nothing. Passing the gate unlocks the next enhancement automatically, with intuitive knowledge of how to use the new panels.

UI Unlock Table

Level Element Description Gate Condition
1 Core HUD HP, SP, and MP bars. Current level and XP progress bar. Notifications feed. Auto (induction)
1 Inventory Panel Item list, total capacity, equipped slots. Weight and volume limits visible. Auto (induction)
1 Skills Panel Full skill list showing type (Universal, Earned, or Ability) and current rank or level. No progress percentage at this tier - that comes later. Auto (induction)
5 Unit Frames All registered Group members' HP, SP, and MP visible in real time within the interface. Range-unlimited within the group. Group Formation
5 Group Chat Text and voice-tag relay to all registered group members. Voice is range-gated at 100m; text is unlimited within the group. Group Formation
6 Skill Mastery % Progress bars appear on all skills and universal skill ranks. What was opaque becomes legible - characters can now see exactly how far a skill is from its next rank or level. Character Level 6
6 Cultivation Progress % For characters with a formed core only. A refinement progress indicator showing percentage toward the next core sub-stage (Early to Middle, Middle to Late). Not perfectly linear: comprehension breakthroughs cause sudden jumps, pure grinding produces steady small gains. The indicator reads advancement toward the next sub-stage, not toward the next tier. Characters without a core see nothing. This unlocks alongside Skill Mastery % but only populates once a core exists. Core Formation + Character Level 6
7 Bestiary Creature catalog populated by unique kill history. Each entry shows: grade, quality tier, behavioral notes, known resistances, and average XP yield. Grows with new encounters. A notification pings the first time a new creature type is killed after the unlock. Character Level 7
8 Quest Log Formal tracker for active, complete, and failed quests. Previously all quests were notification-only. The log retroactively populates with all previously completed quests in full: original text, reward received, and date completed. Character Level 8
8 Professions Screen Personal panel per crafter showing known schematics, material requirements, quality tier achievable at current skill level, and mastery % per item type. Non-crafters see a greyed panel marked "No Professions Registered." Each crafter's screen is their own; group members can view it read-only as a reference. Crafting skill threshold (not character level)
9 Territory Overlay Tied to Stronghold ownership. Displays: claimed zone boundary, known resource node locations, active watch perimeter radius, and flagged anomalies within the zone. Uses the same visual language as the minimap. Stronghold ownership + Character Level 9
10 Minimap Persistent overlay in the corner of the HUD. Color-coded: enemy (red), friendly and party (green), neutral (yellow), unknown (grey pulse). Detection range scales with Mana Sense rank and PER stat. Character Level 10
10 Proficiencies Panel Proficiency levels for every measurable skill practiced since induction. The System has been tracking everything. Categories span combat (Staves, Polearms, Swords, Daggers, Unarmed, Bows, Shields, Dual Wield, Thrown), physical (Hiking, Climbing, Swimming, Jumping, Sprinting), survival (Tracking, Foraging, Fire-Starting, Knot Tying, Rope Work, Navigation, Shelter Construction), crafting (Cooking, Butchering, Smithing, Tailoring, Herbalism, Woodworking), and any other domain the System deems relevant. Each shows a numeric proficiency based on cumulative practice. Higher proficiency means the action costs less, produces more, and opens technique unlocks. A proficiency only appears if the character has performed it at least once. The list is different for everyone. Character Level 10
10 Core Interface Advanced cultivation panel. Visible to core holders only. See the Core Interface Attributes section below for the full field breakdown. Core Formation + Character Level 10
10 Currency Tab A credits balance that has been accumulating since induction. Every kill, every quest, and every contribution has generated passive credit income since day one, but the tab was locked behind the UI gate. Credit income is performance-weighted, not evenly distributed. Denomination and interplanetary exchange rates are accessible through the System Terminal. Character Level 10
10 Path Panel (First Offering) The System's assessment of the direction a character's behavior, resonance, and skill profile has been pointing. A Path is directional, not definitive - it is what the character is walking, not what they are. Paths have mechanical weight: certain skills come more easily, specific ability categories open, and core development tilts toward the Path's theme. The panel text reads: "The following Path has been identified based on observed resonance alignment, skill convergence, and behavioral pattern. This designation reflects current trajectory. It will evolve." No core is required to receive a Path at Level 10. Character Level 10. No core required.

Core Interface Attributes

The Core Interface unlocks at Level 10 for characters who have formed a core. It is not visible to anyone without one. The panel contains the following fields:

Field Description
Core Velocity Mana processing rate. How fast the core draws in and refines ambient mana into usable MP. Increases with refinement sessions and impurity reduction.
Resonance Affinity Which mana types the core pulls most efficiently. Can be developed through deliberate use and targeted training. Shows primary and secondary affinities with relative efficiency ratings.
Pathway Efficiency Per-route efficiency percentage for all active mana pathways. Shows bottlenecks, developing routes, and unused channels. The diagram is visual - blockages appear as dim or constricted segments.
Impurity Index Remaining impurity percentage in the core. Tracks refinement progress session to session.
Path Alignment Which System-recognized Paths the core's behavior pattern is feeding. Shows up to three active convergences with relative pull weighting. Visible from Level 10 onward.
Core Tier Current cultivation tier and quality grade (Early, Middle, or Late within that tier).