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The Matrix System is a weapon progression framework announced after the June 2025 Closed Beta Test, designed to deepen weapon diversity and build variety. The system provides 12 progression paths total across all weapons, with each weapon able to evolve into four distinct playstyles based on the player's chosen path. Even when two players wield the same weapon, their combat experience can differ significantly depending on which evolution path they selected.
How it works
Each weapon in the game can follow one of four distinct evolution paths. Choosing a path locks in a specific combat identity for that weapon, altering how its skills behave and what role it fills. The same skill may deliver a completely different combat experience depending on the path chosen. Players can choose specific roles for each weapon, reinforcing their preferred combat style identity.
The Matrix System works alongside the crafting and gear progression systems. It is not a replacement for crafting but rather a parallel customization layer: crafting creates and enhances equipment, while the Matrix System determines how weapons play.
Weapon mastery trees
Each class has access to three weapons, with mastery trees for each. The mastery trees unlock skills and passive enhancements over time, separate from the Matrix System's evolution paths. A Swordsman's Greatsword, Dual Blades, and Sword & Shield each have their own mastery progression that runs alongside the Matrix evolution.
Origin
The Matrix System was developed directly in response to player feedback during the CBT. Players wanted greater weapon customization and more meaningful build diversity. The post-CBT Developer Notes announced the system as part of a broader overhaul, noting that all classes would be re-evaluated for combat balance with the Matrix System's introduction. The 12 progression paths across all weapons represent a significant expansion of the game's build options.
Design philosophy
The Matrix System addresses two MMORPG frustrations at once. First, the feeling that weapons are disposable, replaced the moment something better drops. Second, the problem of cookie-cutter builds, where every player of the same class uses identical setups. By offering four evolution paths per weapon, the system ensures that build identity is a genuine choice rather than an obvious optimization.