- “ A bright-eyed recruit deployed to the Eastern Front. Three cheers for the cause! ”

Authority Ensign is an immersive, faction-based Origin that progresses mostly in the Eastern Luminant, where you play as an aspiring Authority Soldier who quickly rises through the ranks of the Authority, gaining exclusive benefits along the way.
Obtainment[]
Upon reaching maximum reputation with The Central Authority or defeating Titus Fulminus Destellus, this Origin will be automatically unlocked. If your reputation is already maxed with the Authority and you do not have this Origin yet, commit a crime to lower your reputation and then do an event to raise it again.
Spawn[]
Members of the Authority Ensign spawn at Port Merit with the Authority Peacekeeper Armor and an Authority Helm.
Effects[]
Your guild will be automatically set to The Central Authority on that character, allying you with all members of the same Origin. Your guild will reset back to normal if you wipe or get Exiled from the Authority. Your guild being changed is somewhat only a visual change; while you won't be able to use the Chime of Dwelling or Dwelling Charm, if you claim a Guild Banner, it will still be under your Guild. You can also still interact with all of your Guild Base NPCs and respawn at your Guild Base.
After ranking up once, you gain the ability to jail players. If you manually grip a player, they will be imprisoned at Fort Merit. This does not kill them (no life lost and no loot dropped), however, they'll be scheduled for execution in 10 minutes, drowning them and sending them to The Depths if they did not manage to escape.
Gain the Salute Emote. All Ensigns will have an Authority insignia above their head to signify their rank, though your own insignia will be invisible to you. Most Authority-related equipment and weapons, listed here, can be equipped without meeting their normal requirements, without any penalty.
Horn of Authority[]
Gain a Talent Tool horn that marks escaping prisoners when blown by applying a combat tag onto them. The range of the horn is quite small, as you'll need to get fairly close to the prisoner in order for it to work.
Squads[]
On the top left of your screen, next to the Help button, there will be an Authority Helmet icon with a red background, labeled "Squads." Clicking this will allow you to create a Squad with other Authority Ensign members. This is very similar to party systems in other games.
Being in a Squad allows you to take on the Missions as a group and proc certain Authority Ensign Talents. This feature is highly recommended, especially at lower levels, as the enemies from Missions will often outnumber you and they do not have anti-gank AI.
Exile[]
Upon being exiled from the Central Authority, your authority reputation will be immediately set to villain, and you will be kicked out of the Central Authority guild, removing your ability to gain future promotions. All Origin-exclusive Talents and Equipment you've obtained prior to being exiled will be kept. Upon being exiled, there is no way to return to the Authority's ranks. There are two ways to be exiled:
Deserter[]
If you leave Authority controlled territory, a fifteen minute AWOL countdown will be displayed at the top of your screen. If this countdown reaches 0, you will be marked as a Deserter, exiling you from the Central Authority.
The AWOL timer will reset if you leave the game, restarting from 15 minutes once you rejoin. Additionally, the timer will not appear if you are on a mission, have joined a Division, are in a squad in which the leader is in the Command Division, are in a Dungeon, or are in the Depths.
Traitor[]
Upon killing another Authority Ensign member of equal or higher rank, you will be marked as a traitor, exiling you from the Central Authority. This includes kills in other non-overworld locations.
Non-direct kills, such as dropping someone in water or blowing someone up from cannon fire do not mark you as a Traitor.
Progression[]
Speak to Captain Trist, an Adret NPC located on the path from Fort Merit to Merit's Reach, to gain a Mission. Missions are timed objectives that vary in difficulty depending on the objective. When taking a Mission, you and your squad will be teleported to Port Merit.
Your current Mission objective and the Mission's location will be displayed on the top left of your screen, similar to jobs. You can right click the Mission popup to view its location on the map. The amount of time allocated to each mission depends on the mission location.
Upon completing a Mission, you will have to report back to Captain Trist, this will also be timed. Upon reporting back, you will gain 45 points towards your promotion, EXP, and a very small chest. If you fail a Mission by running out of time, failing the objective, or dying, you will lose 25 promotion points instead. The mission will also be considered failed if you die on your way back to Captain Trist after a successful mission.
Leaving the game will forfeit your Mission and may result in your promotion points being voided. It is not advised to leave the game during an active mission.
Even if you aren't in a squad, other players may be assigned to the same mission as you. For some Missions, like Armanent Sabotage, if the Mission is completed, it will be completed for both parties. If the Mission fails, both parties will be punished. Dying during a mission only counts as a Mission fail for the person who died.
List of Missions[]
- Armanent Sabotage - Destroy the legion stockpiles, bait patrols away at [Location].
- Objective: The player and their squad are tasked with destroying several cargo barrels at a Legion encampment. The barrels can be destroyed by hitting them two times, and the encampment is guarded by 7 Legion Soldiers and a Legion Captain.
- Potential Locations:
- Starswept Valley - near Sordino and the Union Hook that leads up to the Widow Cave; 44 minute time limit
- Starswept Valley - right before the Lifevent that leads towards the Widow cave; 38 minute 30 second time limit
- The Aratel Sea - near the Sea Highway in between Summer Isle and Miner's Landing; 1 hour 40 second time limit
- Notes/Tips:
- When the Mission completes, the Legion Soldiers will immediately lose aggression.
- The Legion Soldiers and Captain will be completely passive if you have neutral or higher Hundred Legions reputation.
- Additionally, you can obtain the Captain's Rec from the Captain for Legion Kata.
- Sneaking around the fort to pick off or assassinate some of the Legion Soldiers is a good strategy to thin their numbers.
- Make sure to check inside all of the tents for barrels.
- These NPCs lack anti-gank AI; you will be jumped if you aren't careful. Taking out the weaker enemies first is advised.
- If you have a ship with cannons, you are able to shoot the Legion NPCs from afar, as all of the mission locations are near water.
- Capture Prisoner - Find and Capture escaped prisoners. Distribute this information to your Squad.
- Objective: Track down and hunt a player who is attempting to escape the Fort Merit prison.
- Location: Fort Merit; 16 minute 30 second time limit
- Notes/Tips:
- This Mission will be completed if the prisoner gets teleported back into their cell, not when they get executed.
- When an escapee gets low enough health to be knocked from a player attack, they will be teleported back into the prison instead.
- The Mission will automatically fail if you enter the prison.
- When this Mission fails, you only lose 10 promotion points instead of the usual 25.
- This mission is only available when there's an active fugitive on the loose. If such is the case, the mission is very likely to be assigned over other type of mission.
- The location marker for this Mission does not follow the prisoner, instead it stays at the prison. You may need to search around for the prisoner in question. Remember to use your Horn of Authority to locate them.
- The primary, intended escape route is located at the top of the prison. More daring prisoners might attempt to make a run throught the bridge leading to the prison. Those with outside help can instead escape near the lower part of the prison, being picked up by a boat.
- This Mission will be completed if the prisoner gets teleported back into their cell, not when they get executed.
- Hostage - Recon has reported there is a hostage at [Location]. Save and return the hostage.
- Objective: The player and their squad are tasked with saving a hostage from 5 Blacksteel Pirates and a Blacksteel Pirate Captain. Pick up the hostage by pressing V and run far enough away from where the hostage was being kept to complete this Mission.
- Potential Locations:
- Derelict Highchurch - the hostage is behind the altar in the church; 45 minute 30 second time limit
- Miner's Landing - the hostage is in the inn on the second floor; 21 minute 20 second time limit
- Summer Isle - the hostage is inside the abandoned building, the same location for the Chainwarden obtainment quest; 54 minute time limit
- Notes/Tips:
- When the Mission completes, the Blacksteel Pirates will immediately lose aggression.
- The hostage has very low health, and if the hostage is killed, the Mission will fail.
- The Blacksteel Pirate Captain is very strong and has a lot of health. It is generally advised to take out all of the other Blacksteel Pirates first.
- These NPCs lack anti-gank AI; you will be jumped if you aren't careful. Taking out the weaker enemies first is advised.
- For the Derelict Highchurch location, the surrounding Songseekers will not aggro onto you, seemingly due to a bug. You can use this to your advantage by hitting them once, causing them to aggro onto the Blacksteel Pirates instead. Alternatively, the Blacksteel Pirates are all positioned where they're facing the altar, meaning you can sneak up behind them and get free assassinations.
- For the Miner's Landing location, the Blacksteel Pirates will be fighting the Ignition Union Guards by the time you get there. You can use this chaos to grab the hostage and flee.
- For the Summer Isle location, the Blacksteel Pirates are located around the front of the building, so if you sneak in through the hole in the back wall, you can avoid combat altogether.
- Secure Perimeter - Secure the points and do not let any hostiles breach our defenses at [Location].
- Objective: The player and their squad are tasked with defending two or three Authority-branded banners from 3 waves of enemies.
- Potential Locations:
- Miner's Landing; 19 minute 30 second time limit
- Summer Isle; 1 hour 5 minute 20 second time limit
- Notes/Tips:
- The types of enemies spawned and amount of banners you need to protect scales on the level of the Squad leader;
- Power 1-5: Bandits
- Power 6-10: Bandit Leaders
- Power 11-15: Cloaked Assassins
- Power 16-20: Blacksteel Pirates
- For the Miner's Landing location, the enemies spawn along the southeastern shoreline.
- For the Summer Isle location, the enemies will spawn along the southwestern shoreline, near the docks, and the southeastern shoreline, to the right of the large staircase.
- The Mission will be completed when enough time passes (about 2 minutes).
- The enemies seem to be bugged, as they will spawn without aggroing onto the banners.
- The types of enemies spawned and amount of banners you need to protect scales on the level of the Squad leader;
Mission Lootpool[]
This list may be incomplete.
| Miscellaneous |
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Promotions[]
Through completing enough Missions, you will be promoted. Each promotion comes with benefits of their own benefits and rewards. Promotion points are reset upon being promoted. Upon being promoted, you will gain a promotion Talent hand see below. The message "YOU HAVE BEEN PROMOTED TO [RANK]. OORAH!" will appear when you reach enough points to rank up.
Enlistment Ranks
- Private (PVT); This is the standard rank that is granted upon obtaining the Origin.
- Corporal (CPL); The 2nd rank granted after reaching 155 promotion points.
- Lance Corporal (LCPL); The Highest of the Enlisted ranks after reaching 215 promotion points.
- Allows you to join one of the Divisions: Command, Inquisition, or Shock Corps.
Divisions[]
Upon reaching the Lance Corporal rank and meeting the additional requirements of a Division, you can join them, granting exclusive bonuses such as Weapons, Unique Outfits, and Talents. You will also gain clearance to purchase to the lategame weapons in the Fort Merit Armory, such as the Sovereign's Punishment and various Alloyed variants of Armory weapons. Additionally, NPCs affiliated with The Central Authority that are located in either Port or Fort Merit will salute you when walking by them.
Each Division is unique in their themes, offering many avenues of gameplay and build diversity, but be warned as once you join a Division, you cannot go back or choose a different one. Upon gaining a Division, the AWOL timer will no longer appear, and you are free to roam as you please. Additionally, most Authority NPCs will salute you when you approach them.
Command Division[]
The Command Division of the Central Authority is known for their charismatic commanders, leading the charges into the fight and empowering their fellow soldiers.
- Obtainment
- Complete 10 missions as Squad leader. Being solo counts.
- Reach Lance Corporal rank and speak to Warden Jericho.
- Promotions
- Lance Corporal -> Warrant Officer
- Warrant Officer -> Captain | 329 promotion points
- Captain -> Commander | 388 promotion points
- Commander -> Seneschal | 447 promotion points
- Benefits
- Authority Captain Uniform Expert Armor
- At Seneschal rank, you can speak to Warden Jericho and receive the Rite of Authority Weapon
- Glorious Charge Mantra
- The edges of your Adretian Aegis changes color from gold to grey.
- Exclusive Division Talents; see below
Inquisition Division[]
The Inquisition Divison of the Central Authority acts in the shadows, using their stealth and cunning to neutralize the opposition, while also serving as the eyes and ears for the Central Authority.
- Obtainment
- Complete 10 Solo Missions
- Reach Lance Corporal rank and speak to High Inquisitor Merey.
- Promotions
- Lance Corporal -> Inquisitor
- Inquisitor -> Inquisitor 1st Class | 329 promotion points
- Inquisitor 1st Class -> Handler | 388 promotion points
- Benefits
- Inquisition Light Master Armor
- At Handler rank, you can speak to High Inquisitor Merey and receive the Big Brother Weapon
- Hidden Blade Mantra
- Your Adretian Aegis changes colors from blue to black
- Exclusive Division Talents; see below
Shock Corps Division[]
The Shock Corps Division of the Central Authority sees frontliners taking the fight head on with overwhelming force.
- Obtainment
- Have a High ratio of successfully completed Missions to failed ones. (The ratio is 3 completed missions to 1 failed one. In other words, for every 1 failed mission, you need to complete 3 successful ones to make up for it.)
- Reach Lance Corporal rank and speak to Sentinel Augustus.
- Promotions
- Lance Corporal -> Frontliner
- Frontliner -> Interceptor | 329 promotion points
- Interceptor -> Operator | 388 promotion points
- Benefits
- Shock Corps Light Unique Armor
- At Operator rank, you can speak to Sentinel Augustus and receive the Duskguard Axe weapon
- Grand Warden's Axe Mantra
- Your Adretian Aegis changes colors from blue to red
- Exclusive Division Talents; see below
Promotion Talents[]
Upon being promoted, you will be prompted with a Talent hand containing Origin-exclusive Talents. You can only be promoted 4 times (5 if Command Division), and you cannot change these Talents once you've chosen them. Choose wisely.
Default Talents[]
- Armored Plating - Put on extra plating on your armor, giving you 50 temp health whenever you are put in combat. Due to the weight of this additional plating, you have reduced speed at all times.
- Gain 50 Temporary Health whenever combat starts at the cost of having a passive movement speed debuff even outside of combat.
- Crossguard - If you are using a sword, you gain 10% chip against other opponents wielding swords.
- This applies only to Medium swords, meaning Greatswords are completely unaffected.
- Oppressive Force - When using a weapon found in the Merit Armory, gain a unique two-hit flourish that does not knock back opponents and dazes them.
- The first hit deals your regular M1 damage and posture damage, the second hit deals 80% of your weapon's scaled damage with 7 posture damage.
- The damage and posture damage of the second hit cannot be buffed.
- The second hit will only happen if the first one lands. This means it does not follow through on block.
- The second hit does not count as a weapon hit, meaning it ignores your weapon's Chip stat, it cannot proc enchants, and it cannot proc any "on flourish" Talents.
- The second hit does not proc on non-humanoid targets.
- These weapons are: Central Dirk, Halberd, Inquisitor's Greatsword, Inquisitor's Thorn, Markor's Inheritor, Officer Saber, Rifle Spear, Sovereign's Punishment, and Warden Ceremonial Sword.
- The Alloyed variants of all of the above weapons proc this effect as well.
- Despite being found in the armory, the Adretian Axe, Battleaxe, Cavalry Saber, Stiletto, Sword, and Worshipper Longsword do not proc this effect.
- Riot Shield - While you are fighting two or more opponents and are using a shield, reduce the total amount of chip damage you take by 40%.
- Grants 40% damage reduction to chip damage, does not reduce your opponent's chip % by 40.
- Steel Tread - Gain a bit of knockback resistance as well as damage resistance against attacks that ragdoll you.
Command Division Talents[]
- Buster Call - Radio in the Authority's navy for a buster call, sending out a barrage of bombardment wherever you see fit. [1 Day CD]
- Grants a Talent tool that lights a flare and highlights a large AoE on the ground. After a considerable delay, that location will be bombed several times, dealing very high damage.
- Deals little to no pve monster damage (test if it does work on humanoids)
- Applies burn on hit.
- Explosions cannot be parried and blockbreak.
- Automatically grips knocked players.
- The orbital strikes cannot knock players directly, but the burn can.
- Cannot be used in Dungeons.
- The cooldown is 24 real world hours, not one ingame day. There is also a 10 minute global cooldown (limited to your server).
- Officer's Slash - You now gain an additional critical attack with Authority armory weaponry while your regular critical attack is on cooldown. [20 seconds CD]
- Deals 35 flat damage with no scaling, though this can be buffed with damage modifiers.
- This works with the following weapons: Adretian Axe, Central Dirk, Halberd, Inquisitor's Greatsword, Inquisitor's Thorn, Markor's Inheritor, Officer Saber, Rifle Spear, Sovereign's Punishment, and Warden Ceremonial Sword.
- The Alloyed variants of all of the above weapons proc this effect as well.
- Despite being found in the armory, the Cavalry Saber, Battleaxe, Stiletto, Sword, and Worshipper Longsword do not proc this effect.
- Officer's Training - While using a Sword or Rapier, take 30% less posture damage from criticals.
- Target Focus - Enemies you charm take more damage from your squadmates in your party.
Inquisition Division Talents[]
- Backstabber - Landing a backhit with a light attack causes you to grab your opponent and stab them again, dealing an extra 15 damage.
- Procs on M1s, Silentheart abilities, and criticals with the M1 tag.
- This Talent does not have a range limit.
- Applies daze and ragdolls.
- Prerequisite: 30 Agility
- Executioner's Frenzy - Landing a light attack while their posture is paused reduces their assassination cooldown by 5 seconds.
- Fatal Stealth - You deal increased backstab damage to opponents based on how high your stealth stat currently is.
- Grants +0.2% damage per 1 Stealth to attacks that hit your opponent's back.
- Stealth gained from non-Equipment or Outfit sources do not count towards this Talent.
- Strangely, the Obvious Flaw is an exception to this, reducing your damage by 4%.
- This does not buff assassinations.
- See the Stealth page for info on where stealth can be obtained.
- The maximum Stealth you can gain from Equipment alone is 30% (+6% damage).
- The Inquisition Light Outfit grants 50% Stealth (+10% damage).
- Flanking Maneuvers - Enemies you assassinate take more PEN from your squadmates in your party.
- Stature Break - Landing a backstab of any kind disables posture for 8 seconds.
- Tacet Minimization - Focus your Tacet even further, allowing the radius at which you get spotted to become smaller temporarily.
- Prerequisites: Murmur: Tacet
Shock Corps Division Talents[]
- Absolute Force - Evolve the technique of your Oppressive Force, letting both hits of your flourish deal 50% more posture damage.
- Because the second hit of Oppressive Force cannot receive posture damage modifiers, this Talent only benefits the initial hit of your Oppressive Force flourish.
- Prerequisites: Oppressive Force
- Amp Overdrive - When you guardbreak an opponent, double the time they are stunned for. The same is applied to you.
- Doubles the default guardbreak stun duration from 1.05s to 2.1s.
- While guardbreaks normally cannot be vented, the extended stun (starting at 1.05s) can be vented.
- Martial Brutality - The less health your opponent has, the more posture damage you deal to them.
- Increases your posture damage by 0.1% per 1% health missing, up to a maximum of +10% posture damage against someone at 0% health.
- Shocking Reverb - Landing enough lightning mantras without getting hit grants you a defensive lightning cloak for 15 seconds, letting you negate damage from light attacks and ironsing. [2 min CD]
- You need to reach a threshold of 150 damage dealt with Thundercall Mantras will proc this Talent.
- The damage buildup to reach the threshold is unaffected by resistances and damage modifiers.
- Being hit will reset the built up damage.
- Also negates damage from critical attacks and Silentheart abilities.
Division Mantras[]
These Mantras are obtained when joining a Division. Similar to Oath Mantras, you cannot upgrade Division Mantras.
Pros and Cons[]
Pros[]
- Most Authority-related equipment and weapons can be equipped without meeting their normal requirements. All of these items can be found here.
- Have access to a party system via the use of Squads, allowing you to complete missions together.
- Like guilds, you can use the shout feature (by starting your messages with !) to talk to all fellow Ensigns server wide.
- Your player grip is replaced with imprisoning them. This increases the time before someone can spin back after a fight.
- As the punishment for killing fellow Ensigns is quite major, most other Ensigns will never attack you.
- Origin-exclusive Talents, Mantras, Weapons, and Outfits.
- You start with an Authority Helm and the Authority Peacekeeper Armor.
- You can purchase weapons from the Fort Merit armory, though some of the later-game weapons are locked behind being a Corporal or higher.
- The Master Armors from the Divisions are equipped instantly, completely ignoring their crafting materials and requirements.
- Grants unique dialogue with a lot of Authority NPCs. Many of these dialogues will change based on your current rank and your reputation with the Authority.
- Many Authority Ensign players have a high sense of comradery; if you're being ganked, especially if it's at or around Fort Merit, there's a high likelihood of at least one of your fellow Ensigns to come to your aid. Using the shout feature to call for help will increase the odds of you receiving assistance.
Cons[]
- Because your guild is "replaced" by The Central Authority guild, you will not be able to use the Chime of Dwelling, Dwelling Charm, or Guild Officer tools. Being Exiled will remove this restriction.
- If someone from your original guild places down the Guild Base or spawns their Ship, you can reset and choose those as your spawn point.
- You are still able to access all the NPCs that are located in the guild base.
- If you aren't on a Mission, haven't joined a Division, or aren't in the squad of a player in the Commander Division, you are only given 15 minutes to return to Authority controlled territory before being Exiled.
- There is no option to toggle or limit the shout feature, so your messages to your friends in the server will be intercepted by other Ensigns, and you may be subject to seeing shout messages that breaks Roblox's ToS or are otherwise not family friendly.
- Remember to report messages like these.
- Because your player grip is replaced with imprisoning them, you will need some kind of automatic grip in order to confirm kills.
- You cannot craft any non-Authority Outfit while having this Origin. Being Exiled will remove this restriction.
- Your Kingdom of Etrea and Children of Navae reputation cannot be increased. Being Exiled will remove this restriction.
- This has a number of downsides: You cannot gain immunity to Voidwalkers and you cannot complete the Sin of Erisia questline (this also means you cannot obtain Contractor or fight Maestro Evengarde Rest).
- Your Hundred Legions reputation has a cap of high 'Ally'.
- This means you are unable to get Blightsurger on an Ensign character unless you are a Khan or have the Celebrity Talent.
- Because the Division Outfits are immediately equipped upon joining your Division without you learning the schematic, if you craft any other Outfit, the Division Outfit will be lost permanently.
- Many of this Origin's benefits are locked behind a significant amount of time spent doing Missions. This will entirely take up your early-game progression on top of effectively softlocking you into only doing Missions until you join a Division. If you do not enjoy the gameplay loop of Missions, this Origin may not appeal to you as a whole, since it is a key part of the Origin and the Origin's progression.
Reputation[]
Your starting faction reputation is:
- Ally with The Central Authority

- Friend of The Divers
, Lost Celtor
, and The Ignition Union 
- Enemy of The Ministry
and The Hundred Legions 
- Hunted by The Kingdom of Etrea
and The Children of Navae 
- Neutral with all other factions

- Note: Your chosen Aspect may affect your starting reputation.
- You cannot gain Etrea or Children of Navae reputation. This restriction will be removed, should you be Exiled.
If you have the Fugitive Flaw:
- Friend of The Central Authority

- Enemy of The Divers
, Lost Celtor
, The Ignition Union
, The Hive
, The Summer Company
, and The Knives of Eylis 
- Hunted by The Kingdom of Etrea
, The Children of Navae
, The Hundred Legions
, and The Ministry 
Trivia[]
- Despite the Summer Company being on similarly friendly terms with the Central Authority, only the Divers and Ignition Union have Friend reputation with newly spawned Authority Ensigns. This is likely referencing the description of the Rifle Spear, which mentions Gunsmith Hierka, an Authority spy, who had stole Rosen's work to make the aforementioned weapon.
- Funnily enough, the Shock Corps Division has the most issues regarding its acquirement, as its requirements are unclear to this day.
- The Hidden Blade mantra has a poison affect that was stated by developer Agamatsu to be very powerful but it isn't known what that effect is.
- The Buster Call Talent is a direct reference to One Piece, being a tactic employed by the Marines where 10 warships are called to bombard a location.
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