Radiance Tower Archives
The Tower's collected codex — world lore, system guides, and the terminology of the Marked.
The Source
The Lumen is the higher radiant power touched by the Marked. It is channelled through discipline, oath, and Radiant Mark training rather than treated as a casual tool. Raw Lumen is dangerous — only those born with an innate resonance can safely draw upon it without being consumed.
The Order
The Radiant Veil is the order of colour-bound wielders that trains, organizes, and commands the Marked. Its sub-orders shape combat identity, doctrine, and service in the war against the Hollowborn. Each Mark represents a different philosophy of how the Lumen should be wielded in defence of the world.
Location
The starter settlement where newly Marked begin their service. Radiance Village sits at the edge of danger, close enough to the breach lines that Hollowborn raids are a constant threat. Its people are stubborn, practical, and quietly grateful for every new Marked who stays.
Location
The central stronghold of the Radiant Veil. Within its walls, the Marked train, forge their weapons, study the Lumen, and plan their next strike against the encroaching darkness. The Tower is both sanctuary and command post — and the last real fortification between civilisation and the open Riftscar.
The Enemy
Hollowborn are demons and riftspawn that emerge from breaches in the Veil. They range from mindless scavengers driven by hunger to organized forces led by intelligent commanders. The strongest among them — the Rift Lords — can hold breaches open by sheer force of will, threatening to make temporary wounds in reality permanent.
The Classes
The four Marks of the Radiant Veil represent distinct disciplines of Lumen channelling. Each shapes how a Marked fights, endures, supports, and grows. Choosing a Mark is not merely choosing a role — it is choosing a philosophy of how to stand against the dark.
Protectors and bulwarks. The Divine Sun draws Hollowborn fury so their allies can act. Endurance and shield-work define their identity.
Aggressive duelists who strike with lethal precision before the enemy can respond. High damage and high risk shape every decision.
Precise casters who balance control with devastating radiant force. The Azure Ray finds weakness and exploits it without mercy.
Sustainers whose radiant offense rivals their restorative power. The Ember Ember keeps the party alive while the darkness closes in.
Act 1 Campaign
The introductory chapter that draws newly Marked into the defence of Radiance Village. Thirteen quests introduce the core systems — battle, forge, alchemy, foraging, the Radiant Path, and the first Rift encounter. Act 1 takes the player to level 10 and ends with their first real reckoning against the Hollowborn.
The Alchemy Sanctum is where foraged ingredients are transformed into potions, tonics, and draughts. Each formula is a carefully balanced reaction between natural materials and latent Lumen energy. The most advanced brews can cleanse corruption, restore radiant energy, or grant temporary blessings.
The Forge is where the Marked turn salvaged materials into weapons and armour worthy of their calling. Patterns — learned designs encoded in radiant memory — guide the forging process. Rarer materials produce more powerful equipment, and master forgers can craft gear that resonates with the Lumen itself.
Gather herbs and reagents across multiple regions. Each area unlocks at a different level and contains distinct materials. Survey a region repeatedly to improve your yields and eventually master it entirely.
The stat-growth system for investing path points across five trees: Vitality, Power, Guard, Swiftness, and Flow. Path points are earned through levelling and can be spent to shape your Mark's combat identity.
A class-sensitive artifact progression system keyed to your Radiant Mark. Different resonance paths exist per Mark — Divine Sun Resonance, Crimson Shade Resonance, Azure Ray Resonance, Emerald Ember Resonance.
The Rift is where the Marked prove themselves. Lesser Rifts introduce newly Marked to true breach combat. Greater Rifts test veterans with multi-stage escalation. The Grand Rift is endgame multiplayer — a full raid against a Rift Lord with mechanics, phases, and mythic rewards.
1v1 ranked PvP in the Radiance Tower. Earn ELO ranking, collect Crucible Seals, and view full replays. The ladder resets each season with exclusive rewards for top-ranked Marked.
Chapter-by-chapter narrative with cinematic scenes, voiced dialogue, NPC actors, and quest-gated encounters. Act 1 covers Radiance Village. Act 2 advances to Veilwatch and the wider Hollowborn conflict.
Turn-based solo battle. Each turn you choose an action: a basic attack, a class skill, or a potion. Skills cost Radiant Energy — a resource that regenerates each turn.
A dedicated Potion action opens your battle satchel. Brews do not end your turn. The healing potion family shares a use cap per battle. Support potions do not share this cap. No potions in multiplayer Grand Rift.
Enemies are ranked Rare, Epic, Legendary, and Mythic. Each rank brings higher stats, unique skills, and distinct threat behaviours. Rift Lords are the apex — boss-tier enemies that require careful preparation.
People & Factions
The Marked
People born able to touch the Lumen. Trained and deployed by the Radiant Veil to defend against the Hollowborn.
Radiant Veil
The order of colour-bound wielders. Trains, organises, and commands the Marked in the war against breaches.
Radiant Mark
The class or path by which a Marked channels Lumen power. Defines combat role, skills, and progression identity.
Hollowborn
Demons and riftspawn that emerge from breaches in the Veil. From mindless scavengers to organised forces.
Rift Lords
Legendary bosses born of deep corruption. Capable of holding breaches open by sheer force of will.
World & Locations
The Lumen
The higher radiant power used by the Marked. Channelled through discipline and oath — dangerous in its raw form.
The Veil
The boundary reality depends on. Damaged by the Shattering; constantly under pressure from Hollowborn activity.
Breach
A tear in the Veil through which Hollowborn enter the world.
Riftscar
Land damaged by repeated breaches. Warped terrain where Hollowborn presence lingers long after the breach closes.
Radiance Tower
The central stronghold of the Radiant Veil. Training ground, forge, academy, and command post.
Radiance Village
The starter settlement at the edge of danger. First home and proving ground for newly Marked.
The Shattering
The ancient catastrophe that first tore the Veil. Root cause of the Hollowborn threat that persists to this day.
Lore
Lumen Oath
The binding commitment a Marked takes when choosing their Radiant Mark. Not merely symbolic — it shapes how the Lumen responds to them.
Combat
Radiant Energy
The resource spent to use skills in battle. Regenerates each turn. Managing energy is central to combat strategy.
Gear Score
A numerical measure of equipment's overall power. Higher gear score improves survivability and combat output.
Grand Rift
Endgame multiplayer raid against a Rift Lord boss with phases, mechanics, and mythic rewards.
Greater Rift
A deeper, multi-stage fracture with elite Hollowborn and a Mythic sovereign encounter at its heart.
Lesser Rift
A smaller breach where newly Marked first prove they can survive a true Rift encounter.
Mawfall
The Grand Rift enrage mechanic. If the Rift Lord is not defeated in time, it wipes the entire party.
Systems
Pattern
A learned forging design encoded in radiant memory. Patterns are required to craft equipment at the Forge.
Formula
An alchemy recipe for combining foraged materials into potions and tonics at the Alchemy Sanctum.
Radiant Path
The stat-growth system for investing path points into Vitality, Power, Guard, Swiftness, or Flow.
Survey
A foraging mastery tier for a region. Repeated gathering improves yields over time until the region is mastered.
Foraging Stamina
The energy resource spent when gathering. Regenerates slowly over time between foraging sessions.