// CLASSES
Meridian Wayfinder
Explorer
The Wayfinder is the most self-sufficient class in the game and the most door-opening. Cloak, wormhole, deep void navigation, sensor mastery, energy absorption - the Wayfinder doesn't need anyone else to survive, and they can take a full group somewhere no other class can go.
The identity is layered. Phase Cloak is a combat tool and an exploration tool simultaneously - the Wayfinder enters a fight on their own terms. Void Navigation makes the Wayfinder the fastest non-gate traveler in the galaxy. Void Leech means high-level Wayfinders can sustain shields indefinitely off enemy energy.
Wormhole is the capstone of the game's exploration system. The Wayfinder is the only class that can open a portal to any previously visited sector, bypassing the gate network entirely. This is how groups reach The Sanctum. This is, in the lore, how the Ancients sealed the perimeter - and the Wayfinder has to remember the technique rather than learn it, which is why it's quest-gated.
Build archetypes:
- The Phantom - max Phase Cloak + Ghost Phase + Phase Resilience → stealth-centric, nearly impossible to detect or engage
- The Pathfinder - max Void Navigation + Void Survey + Waypoint Memory → exploration-focused, highest Explore XP rate in the game
- The Predator - max Phase Cloak + Void Leech + Flanking Strike → ambush combat, cloak into first strike, drain shields to sustain
Wayfinder Class Perk Card
(Shown at character selection)
MERIDIAN WAYFINDER
- Fastest class in the game - no gate network required with Wormhole
- Only class with true stealth (Phase Cloak)
- Access to Ancient-derived crafting recipes unavailable to other classes
- Highest nav point discovery XP bonus - explore faster, level faster
- Exclusive: Wormhole - open a portal to any previously visited sector for the whole group
Wayfinder Skill Tree
| Skill | Type | Unlock OL | Description |
|---|---|---|---|
| Phase Cloak | Active | 8 [Q] | Full stealth - phase-hull coating renders the ship undetectable to standard sensors. Duration 30–90s. R5: cloak persists through passive hazard damage. R7: 2-second grace period after attacking before cloak drops - the "ambush window." |
| Void Navigation | Passive | 15 [Q] | Enhanced warp - faster charge, longer range, stable in anomalous sectors. R5: no navigation penalty in dark matter fields or anomalous sectors. R7: warp cannot be interdicted by standard trigger zones. |
| Void Survey | Passive | 0 | Mining yield and nav discovery radius. Full rank 7 (Wayfinder's primary exploration tool). R5: reveals hidden nav points. R7: detects shielded deposits; nav discoveries grant triple Explore XP for the Wayfinder. |
| Ghost Phase | Passive | 0 | Phase Cloak re-engages faster after breaking. R5: re-engage delay reduced from 8s to 4s. R7: 2s re-engage delay; attacking a target while recloaking triggers a brief free Phase Cloak on the next activation. |
| Phase Resilience | Passive | 20 | Cloak persists through damage up to a threshold. R5: cloak persists through up to 10% of max HP in damage. R7: 20% threshold; the cloak-breaking hit deals -30% damage. |
| Void Step | Active | 8 [Q] | Short-range teleport - 200–400u. Max rank 5. Wayfinder's version is faster-cast than Warden's but shorter range. R5: 400u, instant cast. (Not available at rank 6–7 - Wormhole is the long-range movement tool.) |
| Rift Sense | Passive | 0 | Detects anomalies, Ancient structures, and hidden nav points before entering sensor range. R5: sense range doubles; also detects cloaked ships at close range. R7: Ancient structures reveal their contents (lore type, resource type) before approaching. |
| Flanking Strike | Passive | 0 | Bonus damage on the first attack after Phase Cloak breaks. R5: +40% first-strike bonus. R7: +70%; if the target is killed by the first strike, Phase Cloak re-engages immediately with no delay. |
| Deep Scan | Passive | 35 | Long-range sensor sweep - identifies ship types and factions at extreme distance. R5: identifies mob ability loadouts at range. R7: detects cloaked ships (not just Wayfinder-class cloaks) within 500u. |
| Void Leech | Active | 45 | Drain target shields to restore Wayfinder's own shields. R5: drain rate sufficient to sustain shields indefinitely against a single target. R7: drain also restores a portion of energy; excess shield drain converts to bonus damage. |
| Fold Mastery | Passive | 20 | Reduces Wormhole energy cost and cast time. R5: cast time halved; Wormhole can be used while in combat (normally blocked). R7: energy cost reduced by 40%; Wormhole portal stays open 90s instead of 60s. |
| Waypoint Memory | Passive | 0 | Increases the range of sectors accessible via Wormhole. R5: can Wormhole to sectors visited in prior sessions (not just current). R7: can Wormhole to sectors the Wayfinder hasn't visited if a group member has - shared memory. |
| Deep Resonance | Active | 75 [Q] | Endgame meditative state - enter for 30s: all stats significantly boosted, obstacles auto-navigate, Ancient site imprints readable without manual interaction. Cannot activate in combat. R3: basic stat boost. R5: also reveals hidden Ancient site features. R7: full Ancient site deep-read; one use per real-world day. |
| Wormhole (Exclusive) | Active | 15 [Q] | Open a wormhole portal to any previously visited sector, bypassing the gate network. The portal is group-accessible for 60–90s (scales with rank). R3: 5s cast time, high energy cost. R5: 3s cast, reduced energy cost; portal lasts 75s. R7: 2s cast; portal lasts 90s; Wormhole can target The Sanctum and other hidden sectors. |