
Think of Eminence Points (EP) as experience for you, the player, whereas Experience Points (XP) are for your character.
Eminence is earned through exceptional roleplay, and is awarded by Dungeon Masters and fellow players. You can also earn it by helping the Haze community.
EP belongs to you, not your character, so it stays with you when a character dies. You can spend it on:
You can also simply hold onto it, which lets you reward other players every day.
Everything Eminence-related is done through your Eminence Wand.
| Topic | In short |
|---|---|
| Sources of EP | DM rewards, daily play, events, books, referrals and gifts from other players |
| Why some perks cost EP | Roleplay standards, balance, rarity and difficulty |
| Spending EP | Backgrounds, classes, races, languages and game alterations |
| Rewards for holding EP | The more you hold, the more XP and EP tokens you can hand out each day |
| Eminence refunds | Not normally given; ask the DM team before a long absence |
| Source | EP | How it works |
|---|---|---|
| Dungeon Master rewards | Varies | DMs award EP for regular play, exceptional actions and taking part in events, usually in steps of 1, 3 or 5. Outstanding play or sacrifice can earn more, at the DMs' discretion. |
| Daily play | +1 | Play actively for at least 30 minutes in a day (the day starts at midnight GMT). AFK and idle time does not count, so it may take 40 to 50 minutes of real play. |
| Player Eminence Wands | +1 | Players holding 125 EP or more can gift you an Eminence Token from their wand. See Rewards for holding EP. |
| Player events | +3 to 5 | Schedule a player-run event in #events on Discord and draw several players in. Afterwards, open a ticket to request the EP. |
| In-game books | +0 to 5 | Write an original in-character book (a ritual, a game mechanic, a historical event and so on). If the DM team adds it to the permanent bookshelf, you may receive EP. |
| Referrals | +10 | Refer someone to Haze who plays for at least a week with 12 or more hours on record. Have them open a ticket in #contact-dm to start the process. |
| Player transfer | -2 / +1 | With a DM's help you can give EP to a friend at 2 to 1: for every 2 EP you give up, they gain 1. |
Referrals: claim your referral EP within 2 weeks of the new player making their first character. After that, referrals can't be tracked.
Transfers are for helping a friend into a concept, not for funnelling all your EP to another player. The DM team may refuse any transfer that goes against the spirit of the system.
Certain classes, backgrounds, languages and races are locked behind EP for these reasons:
You can spend EP at character creation, or later in the world to change your character, enrich the experience of other players and leave a lasting mark on Haze.
Some backgrounds chosen at character creation cost EP. This is a selection; see Backgrounds for the full, current list.
| Background | EP Cost | You start with |
|---|---|---|
| Herbalist | 5 | 3 Medical Kits and 2 Sedatives |
| Seamstress | 5 | A Sewing Kit and 2 Cloth Dyes |
| Hunter | 10 | A Copper Harvesting Knife, a Pine Shortbow and 20 Copperhead Arrows |
| Pirate | 10 | A Copper Falchion, 3 Bottles of Booze, a Cloth Pirate Tricorne (Black) and a Pirate Vest |
| Blade Dancer | 10 | A Copper Kama and a Cloth Monk's Habit |
| Wilderness Camper | 15 | An Animal Hide Tent Kit, a Basic Bedroll and Flint |
| The Squirrel | 15 | 100 Coin Pieces |
| Town Guard | 20 | Copper Scale Mail, a Pine Large Shield and a Copper Headed Short Spear |
| Linguist | 30 | 3 random bonus languages |
| Adept Crafter (any craft) | 50 | A permanent +8 to crafting level in a chosen craft, plus additional recipes |
| Merchant | 50 | 250 Coin Pieces |
| Seasoned Adventurer | 150 | Level 3 instead of level 2 |
| Journeyperson Crafter (any craft) | 250 | A permanent +15 to crafting level in a chosen craft, plus additional recipes |
| Veteran Adventurer | 500 | Level 4 instead of level 2 |
A handful of classes cost EP to keep them rare and to respect how hard they are to play well. When they do appear, people notice.
See Character Classes for all classes.
| Class | EP Cost |
|---|---|
| 5 | |
| 75 | |
| 75 | |
| 150 | |
| 150 |
Some playable races are locked behind EP, and some carry an extra ECL.
ECL (Effective Character Level) changes how the XP system treats your character. It slows XP gain without changing what you need to level up. For example, a level 2 fighter with ECL +2 is treated as level 4 for XP and rewards.
See Races & Subraces for all races.

Some languages cost EP to keep them rare and to stop some of Haze's lore from being instantly accessible.
See Languages of Faerûn for all languages.
Special languages still cost 2 language points, plus an EP cost that currently ranges from 5 to 125.
Customise your character and gear, or leave a lasting mark on the world.
| Alteration | EP Cost | Details |
|---|---|---|
| Rename or describe an item | 10 | Give an existing item a new name and a description (up to 280 characters) for personal flair or sentimental value. |
| Change an item's icon | 10 | Change the icon of an amulet, ring, belt or pair of gloves, such as turning a plain silver ring into a skull ring. |
| Minor world alteration | 15+ | A small change to the world, such as a name carved into a rock. |
| Change your head | 20 | Change your character's head after creation. Custom heads can't be added. |
| Change your portrait | 20 | Change your character's portrait after creation. |
| Change your voice set | 20 | Change your character's voice set after creation. Custom voice sets can't be added. |
| Learn a new language | 20+ | Research the language with the Research System. Once the CXP is spent, it costs 20 EP plus the language's own EP cost. |
| Custom item recipe | 20+ | Add a new craftable recipe to the game. |
| Custom spell or feat | 50+ | Add a new spell or feat. Once added it is open to every eligible character, and the team may adjust it at any time to keep the game balanced. |
| Build requests | Varies | New structures and buildings through the build request system. |
| Anything else | Varies | Open a DM ticket and ask whether the team would approve it. |
Every game alteration needs the DM team's approval and an in-character reason. Game balance is also taken into account.
Holding your Eminence instead of spending it has its own reward. The more unspent EP you hold, the larger your daily pool of reward charges. You spend these through your Eminence Wand to reward other players for great roleplay.
The pool refreshes at midnight GMT each day, and one pool covers both kinds of token:
| EP Tier | EP held | Charges per day | Most EP Tokens per day |
|---|---|---|---|
| Tier I | 0 to 49 | 1 | 0 |
| Tier II | 50 to 124 | 2 | 0 |
| Tier III | 125 to 174 | 3 | 1 |
| Tier IV | 175 to 249 | 4 | 1 |
| Tier V | 250 to 324 | 5 | 1 |
| Tier VI | 325 to 374 | 6 | 2 |
| Tier VII | 375 to 449 | 7 | 2 |
| Tier VIII | 450 to 499 | 8 | 2 |
| Tier IX | 500+ | 9 | 3 |
| Beyond | Every 75 past 500 | +1 | +1 for every 3 charges |
Above 500 EP the pool keeps growing. Every 75 EP you hold past 500 adds one more charge (575 EP gives 10, 650 gives 11, 725 gives 12, and so on, with no limit).
You can't keep rewarding the same player. Your wand remembers the last several players you rewarded, by player rather than by character, and refuses to reward them again until they drop off its list. This keeps rewards spread across the community instead of going to one friend or an alt.
There are three ways to give a token. Each one gives the token to the player you target:
!reward (XP Token) or !rewardep (EP Token), then click the player.The token arrives as an item in their inventory, which they use to claim the XP or EP.
Keep in mind:
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EP is not normally refunded. If you face serious personal or health problems, the DM team may review your situation and make an exception at their discretion. To be considered, tell the DM team before an extended absence or other issues come up.