An operations build calibrated for Velvet Hand play. The Hand's mechanical purpose is interfering with the realm's bounty, civic-justice, and prison infrastructure. Members move quietly, work in shadows, and handle civic disruption as deliberate craft. This build supports that lifestyle.
For the Order itself, Velvet Hand. For the broader civic layer the Hand counters, Civic Orders.
Quick Facts
| Role | Civic operations, stealth, counter-bounty work |
| Skill total | 700 |
| Difficulty to play | Hard (timing + risk management) |
| Difficulty to train | Medium |
| Training time to working | 50-80 hours |
| Time to grandmaster | 100-200 hours |
| Pairs with | Velvet Hand, PvP play, civic disruption work |
Skill Template
| Skill | Target | Why |
|---|---|---|
| Stealth | 100 | Move while hidden |
| Hiding | 100 | Hide on demand; Stealth gate |
| Lockpicking | 100 | Cell capability + treasure access |
| Snooping | 80-100 | Container reconnaissance |
| Magery | 80-100 | Recall, basic combat, escape |
| Resist Spells | 80-100 | Survive when caught |
| Wrestling | 60-80 | Defense in close combat |
Total: 600-700 depending on combat-skill targets.
Training Order
| Stage | Push To | Notes |
|---|---|---|
| 1 — Trainers | Hiding 30, Stealth 30, Magery 30, Resist 30 | NPC trainers |
| 2 — Stealth core | Hiding 80, Stealth 80 | First "real Hand" feel |
| 3 — Lockpicking | Lockpicking 60-80 | Practice on chests |
| 4 — Snooping | Snooping 60-80 | Reconnaissance work |
| 5 — Magery | Magery 60-80 | Recall + Cure + utility |
| 6 — Hand admission | Find a Hand-flavored NPC in any city; accept the Code | Initiate rank starts here. Order drops Code book + 12 lockpicks to your pack |
| 7 — Resist + Wrestling | Both 80+ | Survival when caught |
| 8 — Grandmaster | All cores 100 | Top operational capability |
The Hand uses the same OrderRegistry.JoinPlayer plumbing as the College and the Ledger — the only mechanical gate is single-Order membership. The flavor frames it as selective; the code does not. See How to Join Civic Orders for the practical approach.
Stats
| Stat | Target | Why |
|---|---|---|
| DEX | 100 | Stealth, Lockpicking, casting speed |
| STR | 75 | HP and weight |
| INT | 50 | Mana for Magery utility |
DEX-first prioritizes the stealth/lockpicking/timing core.
Gear
Starter gear:
| Slot | Item |
|---|---|
| Body | Studded leather (light, decent AR) |
| Pack | Lockpicks × 100, dagger, Recall scrolls |
| Other | Smoke bomb consumables (when available), reagents |
Mid-game:
| Slot | Item |
|---|---|
| Body | Magic studded with stealth-friendly attributes |
| Tools | Magic Lockpicks, Dagger of Crown |
| Other | Bag of holding, reagent reserves |
Late-game:
| Slot | Item |
|---|---|
| Body | TimeWoven augmented suit (light) |
| Other | Hand Initiate-tier through Open Hand regalia |
The Hand has a post-operation stealth buff: completing a Hand civic action (prison disruption or writ disruption) applies a temporary Hiding/Stealth bonus that scales with rank — +10/+10 at Reach, +15/+15 at Whisper, +20/+20 at Sleeve and above — for 5 minutes. The buff is action-triggered, not a passive membership perk; planning operations back-to-back is how the Hand keeps the lift active.
Velvet Hand Order Progression
The Hand's rank ladder. Each promotion is gated on service points (1 per completed operation) plus an exam, and ranks above Walker also require a minimum hold-time at the previous rank:
| # | Rank | Gate | Capabilities |
|---|---|---|---|
| 1 | Initiate | Entry on join | Membership; training-lane assignments |
| 2 | Walker | 5 SP + Walker exam | Bribe the Guard, Writ Smoke |
| 3 | Reach | 15 SP + 3-day Walker hold + exam | Lockpick the Cell, Name Scrub |
| 4 | Whisper | 35 SP + 7-day Reach hold + exam | Smoke Bomb Escape, Target Redirect |
| 5 | Sleeve | 70 SP + 14-day Whisper hold + exam | Craft Raid Deed |
| 6 | Open Hand | 120 SP + 21-day Sleeve hold + exam | Senior operations standing |
| 7 | The Hand | 200 SP + 30-day Open Hand hold + exam | Top of the Order |
Total minimum held-rank time from Walker to The Hand is 75 days (3+7+14+21+30) on top of the operation grind. Each rank exam carries a 24-hour retake cooldown on a failed attempt.
Promotion is service-driven through completed operations. The Hand maintains VelvetOperationRecord entries — date, member, target — that feed the promotion path.
Gold Strategy
How to fund this build:
| Stage | Income Source |
|---|---|
| Early | Lockpicking practice on starter chests; sell magic items |
| Mid | Operations fees (Walker+ rank: paid services for clients) |
| Late | High-tier operations, Raid Deed crafting (Sleeve+, 2,000g per deed) |
The Hand's mid-tier capabilities have published in-game gold costs the operating member typically passes through to a client: Writ Smoke 200/300/500g (by Walker/Reach/Whisper+ rank, for +15/+20/+30 minutes claim window), Name Scrub 1,000g (Reach+, 24h cooldown), Target Redirect 1,500g (Whisper+, 24h cooldown, target within 3 tiles). Filing fees are not refunded if the Hand scrubs the writ — that's the cost the original placer pays.
Operations Tracks
The build supports specialization across three tracks:
Prison Disruption
| Capability | Rank | Use |
|---|---|---|
| Bribe the Guard | Walker | Pay gold; reduce sentence |
| Lockpick the Cell | Reach | Crack cell; protected release |
| Smoke Bomb Escape | Whisper | Fast escape; no protection timer |
Writ Disruption
| Capability | Rank | Use |
|---|---|---|
| Writ Smoke | Walker | Add time to claim window |
| Name Scrub | Reach | Remove writ from board |
| Target Redirect | Whisper | Swap writ to consenting target |
Raid Deeds
| Capability | Rank | Use |
|---|---|---|
| Craft Raid Deed | Sleeve | Target seated relic guilds |
A specialized member picks one or two tracks and goes deep.
Weaknesses
| Weakness | Mitigation |
|---|---|
| Low solo combat power | Stealth + escape skills; don't engage when you can hide |
| Mage one-shot risk | Resist Spells 100 + suit attributes |
| Tracking by hunters | Stealth + Hiding mitigates; broken by attack |
| Civic record burden | Hand operations leave traces; manage exposure |
| Single-Order membership | Like all Orders, you must leave any other Order before joining the Hand |
How This Build Connects to Systems
| System | Connection |
|---|---|
| Velvet Hand | The Order's home; primary target system |
| Bounty Hunting | Counter-relationship — Hand disrupts the board |
| Civic Justice | Counter-relationship — Hand disrupts prison |
| Relics | Raid Deed structure plugs in here |
| Mortal Shock | Operations failures pile up stacks |
| PvP | Hand operations often happen alongside PvP |
When to Respec
This template stays viable long-term. Consider a respec when:
- You want to add Poisoning for combat utility.
- You want to specialize toward pure PvP (see PvP Mage Build or PvP Warrior Build).
- You want to drop Hand membership and pivot to a non-Order combat build.
Common Mistakes
- Treating Hand admission as a gauntlet. The mechanic is plain: find a Hand-flavored NPC in any city, accept the Code, you're in. The flavor frames it as selective; the code is
OrderRegistry.JoinPlayerlike the other Orders. Don't burn time on theatrics that aren't required. - Going to civic events as a Hand member with active operations. Records track you; civic NPCs may treat you cautiously.
- Trying to operate without Stealth/Hiding GM. Operations require movement unseen; low Stealth is operational suicide.
- Engaging in pure PvP without combat focus. A Velvet Hand build is operations-leaning. Use PvP builds for pure PvP.
- Failing operations carelessly. "A failed operation is a confessed operation" — the Hand's Code applies.
Where to Read Next
- For the Velvet Hand Order page, Velvet Hand.
- For the practical joining flow, How to Join Civic Orders.
- For the builds hub, Immortal Realm Builds.
- For the bounty system the Hand counters, Immortal Realm Bounty Hunting.
- The download page is the on-ramp when you're ready.


