Reference
Every formula, cost and threshold in the manual, collected in one place. Each section links to the page that explains it.
Stats
| Stat | Governs |
|---|---|
| Strength (STR) | Physical damage, HP, carry capacity, physical technique cap |
| Reflex (REF) | Turn order, hit chance, physical and magic damage, evasion, glancing blows, HP, escape rolls, ambush rolls, unslotting rolls, mana |
| Intelligence (INT) | Magic damage, HP, mana, magic mitigation, magic technique cap, every crafting roll, unslotting rolls, request refusal rolls |
| Fortitude (FOR) | HP, carry capacity, neural capacity, physical mitigation, unslotting rolls |
Derived values
HP = strength * 10 + fortitude * 20 + intelligence * 5 + reflex * 5 + 20
Mana = intelligence * 15 + reflex * 5 + 10
Carry capacity = (10 + strength * 7 + fortitude * 11) kg
Neural capacity = fortitude * 10
Mana reserved = ceil(active passive weight * 1.5)
XP for level L = 50 * L^2
Faction capacity = floor(sqrt(members) * 16) + 1 tiles
Stat lines on worn gear add to the four stats before any of these, and to damage, hit chance and evasion in a fight. HP, mana and stamina lines add to that maximum directly. Reserved mana comes off the maximum while the passive is on, never below 0.
Starting values
The name spreads the eight points at creation; these are example spreads.
| Spread | STR | REF | INT | FOR | HP | Mana | Carry | Neural | Phys cap | Magic cap |
|---|---|---|---|---|---|---|---|---|---|---|
| Heavy | 4 | 1 | 0 | 3 | 125 | 15 | 71 kg | 30 | 4 | 0 |
| Quick | 2 | 4 | 1 | 1 | 85 | 45 | 35 kg | 10 | 2 | 1 |
| Clever | 1 | 2 | 4 | 1 | 80 | 80 | 28 kg | 10 | 1 | 4 |
| Even spread | 2 | 2 | 2 | 2 | 100 | 50 | 46 kg | 20 | 2 | 2 |
Stamina, hunger and thirst start at 100. Maximum stamina is 100, raised only by stamina lines on worn gear, never by stats or level. Hunger sets the ceiling on health and thirst on stamina: full above 50, falling to 60% at 20 and 30% at 0, and never taking your last point.
Both starting techniques weigh 3. They are held only while you own no strike or spell: crafting one removes them, a passive leaves them (Techniques: Primal techniques).
Points available by level
points = 8 + (level - 1)
At creation each stat is 0 to 8. Points earned by levelling go on any stat, with no ceiling.
Combat
effective reflex = attacker reflex + kinetic/10 - density/10
hit chance = clamp(0.70 + (effective reflex - defender reflex) * 0.04, 0.10, 1)
glance chance = clamp((defender reflex - attacker reflex) * 0.05, 0, 0.60)
glance share = 0.3 + 0.4 * clamp(roll + (defender reflex - attacker reflex) * 0.05, 0, 1)
Physical base damage = weight * (1 + strength/100) * (1 + reflex * 0.08) * gear multiplier
Magic base damage = weight * (1 + intelligence/100) * (1 + reflex * 0.04) * gear multiplier
Magic mana cost = weight * 1.5
gear multiplier = max(0, 1 + 0.05 * signed weapon sum + 0.02 * positive arms density)
affinity factor = sum over the four axes of (axis share of weight * resist)
kinetic, cohesion: resist = the target's multiplier (1 neutral, below 1 resists)
caloric, density: resist = 1 + sign(technique's axis) * the target's alignment (0 neutral)
Physical damage = round((1 - glance share) * (base * crit * affinity factor - defender fortitude * 0.5))
Magic damage = round((base - defender intelligence * 0.5) * affinity factor)
crit = 1.5 on a critical hit, otherwise 1; glance share is 0 unless the blow glanced
weight = |caloric| + kinetic + |density| + cohesion
debt change = (density / 2) - (kinetic / 4)
- Every blow is rolled; hit chance never falls below
0.10. - The attacker's reflex in hit chance and glance, and a player's in turn order and escape, is less any burden penalty.
- Neither physical nor magic damage goes below 0.
- A landed blow on a quicker defender can glance off: the damage after defence loses the glance share. Equal or slower defenders never glance.
- Hit chance above
0.95can crit. The excess is the crit chance; a crit is1.5x. - Magic always hits and cannot crit.
- Monsters fight by the same rules: the same formulas, crits on physical blows, and only the techniques their stats and neural capacity could hold, lightest first. A monster's physical blows carry no caloric. Burden still raises the reflex debt and mana its techniques cost, but never lowers its hit chance. A monster that can hold none of its techniques uses the two primal techniques.
- One player takes at most 8 different drops, and 16 units in all, out of one fight.
- Default monster resistance profile:
caloric 0, kinetic 1, density 0, cohesion 1. Monsters carry per-biome resistance profiles that harden with sector distance, within the same bounds as gear: a multiplier axis floors at 0.1, an alignment is capped at 0.9. - Reflex debt starts at 0 in every fight, never goes below 0, and is charged on a miss as well as a hit. Only physical techniques charge it; kinetic and diffuse (negative) density pay it down; it does not decay. It moves you down the turn order and changes nothing else: not hit chance, defence or escape.
- A monster picks its target in proportion to
1 + 2 * (fraction of the target's health ceiling missing). - Party drop share, with
Mmonsters killed andPplayers standing:
share = 1 if P = 1
share = (1 + (P - 1) * 0.5 * b) / P otherwise
b = clamp((M / P - 0.5) / 1.0, 0, 1)
each drop entry hits with chance weight * share, rolled per player
See Combat.
Joining a fight
A fight is joined from its tile or any of the eight around it; starting one on a tile that already has one joins it instead. A dead character cannot join. A joiner takes no side: in a monster fight that makes them the players' ally, in a duel it makes them hostile to both duellists. The exception is a raid: an attacker stepping onto the contested tile joins on its faction's side (Factions). The joiner's level enters the party level when they join.
Opening a duel
ambush = attacker reflex + D12 against defender reflex + D12 attacker must win outright
decline = target intelligence + D12 against challenger intelligence + D12 target must win outright
Both use the bare stat, less any failed-opening penalty: -1 a failure, each lasting a minute, stacking. A landed ambush starts the defender at -1 reflex; a spotted one that is accepted starts them at +1. Either counts on the first turn's order and escape only. With equal stats either roll succeeds 11 times in 24. The prompt lasts 10 seconds, and silence is a refusal: free after a spotted ambush, the intelligence roll after a request. See PvP.
Escape
runner total = reflex - limp + desperation + D12
enemy total = reflex + D12
desperation = min(8, consecutive failed escapes * 2), for a player at most current stamina
limp = round(fraction of max HP lost * 6)
The runner must beat the highest enemy total outright. Desperation costs a player runner 1 stamina per point (monsters pay nothing) and resets on any other action. Limp applies to monsters only.
Experience
base = (120 * enemy levels * sector multiplier * speed bonus) / (party level * 20)
share = base * your damage / the enemies' total HP at the start
payout = share + (base * 5%, if you landed the killing blow)
speed bonus = max(20, 40 - turns)
sector multiplier = max(1, max(|sector x|, |sector y|))
party level = max(1, round(mean of each fighter's level when they entered the fight))
Enemy levels counts everything that died or escaped. Party level includes escapees. Enemy HP is not a term in the award. It appears only as the divisor of the damage share. Escaping forfeits the whole award, which is redistributed to the players who remain.
Equipment contribution
| Slot | Contribution | Rate |
|---|---|---|
| Weapon | Damage, from all four affinities summed | 0.05 per point |
| Arms | Damage, from positive density only | 0.02 per point |
| Arms | Reflex, from negative density only | floor(0.25 * abs(density)) |
| Head, torso, legs | Resistance, each affinity separately | 0.02 per point |
| Shoulders, feet | Reflex, from kinetic only | 1:1 up to 9, then 9 + √(k − 9) |
| Shoulders, feet, arms | Resistance, from each affinity the slot does not read | 0.015 per point |
The weapon and arms terms make one multiplier, which scales magic as well as
physical damage. Every socketed affinity past 9 counts as 9 + √(value − 9), for the weapon and
arms as well as reflex: 13 counts as 11, 18 as 12, 25 as 13. Resistance is not
softened; its bounds below cap it instead. Reflex from gear is rounded down.
A passive's resistance on each of its axes:
resistance = sign(points) * (0.025 * |points|) / (1 + 0.025 * |points|)
10 points give 0.2 and 40 give 0.5. It adds to the equipment's resistance before the bounds: kinetic and cohesion multipliers stay between 0.1 and 2, caloric and density alignments between −0.9 and 0.9. See Items and Techniques.
Crafting
headroom = intelligence - (weight * tier difficulty)
chance = clamp(0.50 + headroom * 0.07, 0.05, 0.95)
grade = kinetic + |density| + cohesion
requiredHeat = max(1, cohesion + ceil(|density| / 2))
weight (g) = 120 + |density| * 90 + cohesion * 40
points = min(cap, floor(grade / 3) + bonus) bonus 1 and cap 6 if hardened,
bonus 0 and cap 5 otherwise
halved, floor 1, when the material does not suit the slot
core stats -> +points pool stats -> +points * 5
secondary line = floor(points / 2), left off at 0
each line rolls the forging chance on its own; a miss is a line of 0
sockets = substance axes carried, +1 if hardened, 0 if cracked
heat = floor(lava block) + heat shards block: 0..full
full = lava caloric (at most 9)
cooling = 3 * (1 - 0.5 * lava cohesion / 9) an hour
reheat = ceil(2 * points) stamina, ceil(1.5 * points) thirst, points = full - block
cold = floor(sqrt(units) * (1 + max(0, -water caloric) / 9)
* (1 - 0.5 * |water density - lava density| / 9))
block after = max(0, block - heat from block - cold)
quench bonus = 0.15 * max(0, 1 - |1 - cold / heat needed|) + 0.02 * water cohesion
unslotChance = clamp(0.45 + (int + reflex + fortitude) * 0.05, 0.25, 0.9)
unslot miss = every axis moves max(1, ceil((roll - chance) / 0.15)) toward 0;
a shard left with nothing breaks
A material takes 2 to 5 substance shards, 0 to 3 heat shards and an optional quench of 1 to 200 units of water from one vessel. Each Foundry's lava is its own: Caloric 3 to 9, Cohesion 0 to 7, Density 1 to 5. Fusion takes 2 to 5 shards or materials.
| Tier | Difficulty | Weight is |
|---|---|---|
| Fusing a shard | 0.5 | the result's affinity magnitude |
| Crafting a material | 1.0 | its grade |
| Forging an item | 1.5 | the shape, 4, not the material |
See Crafting.
A forged Satchel holds 2,000 g + 1,500 g a point, and a vessel its base plus
500 g a point (see Food and water). The extra rolls like a
stat line; a miss leaves the base.
Smithing
Free and looks only (Smithing).
bar = 13 rows x 8 cells = 104 cells of metal, never more or less; at most 48 rows
blow force = 2, +1 with Kinetic >= 15 (Edge, Bend, Flare) or Density >= 15 (Flat on a blade)
grip = 3 or more rows no wider than 2 at the bottom
dagger = blade of 16 rows or fewer
falchion = blade 5 cells wide or more somewhere
sabre, scimitar = blade curving 2 to 4 cells, or 5 or more
long blade = 28 rows or more: a rapier if 2.2 cells wide or less on average, else a longsword
axe bit = 2 or more head rows 9 cells wide or more, pushed 2 or more cells to one side
hammer = top two head rows 10 cells wide or more; 13 or more is a war hammer
pike, javelin = head of 11+ rows no wider than 3; head of 12 rows or fewer no wider than 5
| Weapon | Haft, rows when held |
|---|---|
| Javelin | 18 |
| Hammer | 20 |
| Spear, axe, bearded axe, war hammer | 28 |
| Pike | 44 |
Factions
claim cost = ceil(10 * 1.1^n) n = claims since the counter last lapsed
drain per member = floor(cost * member stamina / pool total)
treaty proposal = ceil(50 * 1.1^n) n = treaties proposed today
treaty revoking = ceil(100 * 1.1^n) n = treaties revoked today
The claim counter lapses only after 24 hours without a claim; every claim restarts that 24 hours. If the cost exceeds the pool total, the claim is refused and nothing is drained. After 1 week with no member login, territory decays 1 tile every 30 seconds, outermost first, contested last, never the HQ; a login stops it.
| Members | Tiles |
|---|---|
| 1 | 17 |
| 4 | 33 |
| 16 | 65 |
| 100 | 161 |
See Factions.
Stash
link cost = ceil(weight in grams / 1000) DENSITY chits, HQ reserve
retrieval cost = ceil(weight * tile distance / 1000) KINETIC chits, your inventory
room find = clamp(base chance * (1 - (scarcity + wealth)) * (1 - world) * (1 + 0.05 * empty rooms in a row), 0, 1), each find on its own
scarcity = clamp((held - target) / target, -1, 0) while paid out in 24 h < expected, else 0
target = max(1, base chance * unclaimed rooms in the sector)
held = units in the sector's storage rooms + 0.5 * on its ground + 0.5 * at its market
wealth = clamp((paid out in 24 h - expected) / expected, 0, 1), expected = base chance * unclaimed rooms * 24 h / cooldown
room cooldown = clamp(24 h / sqrt(accounts that opened a room here in the last hour), 30 min, 7 days), x4 past 194 rolls a day anywhere
exchange offer = held < target and paid out in 24 h < expected and world < 1; withdrawn at 6 h or held >= 2 * target
exchange price = min(16, ceil(goods' base chance / offer's base chance)) of one kind with held > 2 * target and base chance >= offer's
room temperature = min(27, sum of abs(caloric) of the cold shards still cooling)
A cooling shard loses 1 point every 5 minutes and is destroyed at 0. An Ice Vault is always frozen.
| Find | Base chance per room |
|---|---|
| Essence shard | 4/97 × 0.8 within 2 sectors (|x| + |y| <= 2), 4/97 beyond |
| Each starter-gear piece (7) | 4/97 × 0.2 / 7, within 2 sectors only |
| Binding Salt | 4/97 × 0.35 |
| Pattern book | Flask 1/97 within 2; canister, satchel 0.5/97 each at 3–5; jug 1/97 from 6 |
world (0 to 1) is how far the find's copies world-wide exceed the base chance times the
unclaimed storage rooms in the rings where it appears; at 1 it is found nowhere. A pattern
book's held and world also count what it forges, at 0.1 each, and its world counts
each page in a living character's notes as a book. After 40 empty
rooms in a row the next pays exactly one find, picked by base chance. Half the rolls
in a sector holding an escaped ghost's estate hand out one of its items instead.
See Stash.
World
A sector is 100 by 100 tiles and you walk one tile a second, so crossing one takes about 100 seconds. 100 stamina lasts about 1,000 steps. Each step with stamina above 0 carries a 6% chance of an encounter.
d = |sector x| + |sector y|
monster level = base level + d
monster bonus stat = d points, spread by its growth profile
monster resistance = up to 0.01 a point of d, never past a player's resistance caps
group size = 1 if d < 2, else min(4, 1 + floor(log2 d))
XP sector multiplier = max(1, max(|sector x|, |sector y|))
The two distances differ off the axes: at 3:3, monsters are 6 levels up in groups of 3, and experience is multiplied by 3.
dropped shard = clamp(round(weighted mean of the monster's technique affinities), -9, 9)
A shard always carries at least one point, on the axis the monster leant on most. See World and Items.
An encounter is a lone Stocker instead of the biome's monsters 1 time in 500, anywhere (Stash).
Waymark and recon
| Value | |
|---|---|
| Waymark | 5 pages; a marked place within 40 tiles offers the walk back |
| Recon book | 10 pages, for 5 kinetic chits |
| Recon note | Records up to 6 rooms and graves within 12 tiles, nearest first |
| Job board | 100 open jobs, 5 per poster; 8 reward items a job; 8 jobs held at once |
| Distance between sectors (jobs) | max(abs(Δx), abs(Δy)) |
Explore region of tile (x, y) |
floor(3y / height) × 3 + floor(3x / width) |
| Escort range | max(abs(Δx), abs(Δy)) ≤ 3, same sector |
See Job board.
Costs
Stamina
| Action | Cost |
|---|---|
| Walking | About 1 per 10 steps |
| Purging a technique | The technique's weight |
| Escape attempt | 1 per point of desperation, spent whether or not it succeeds |
| Fabricating | The material's grade. Cost only — the roll is against the shape |
| Wading | 1 or 2 a step by depth, more on lost footing (Food and water) |
| Icy water | Per unit drunk (Fluids) |
| Reheating a Foundry block | ceil(2 * points) (Crafting) |
| Faction territory claim | Drawn proportionally from every member |
| Proposing a treaty | Faction stamina, not refunded if rejected |
| Revoking a treaty | Faction stamina, more than proposing |
Other
| Action | Cost |
|---|---|
| Magic technique | Mana, weight * 1.5 |
| Fabricating | Hunger and thirst, ceil(grade / 2) each |
| Walking | Each step: 2% chance of 1 hunger, 4% chance of 1 thirst |
| Fusing shards | The shards and one Binding Salt, consumed on failure as well |
| Linking to a faction network | DENSITY chits, from the HQ reserve |
| Retrieving across a network | KINETIC chits, from your inventory |
| Selling at a market | One tenth of the sale, rounded down |
| Trading with the Exchange | Every item in the price, destroyed |
Recovery
| Vital | Rate while resting |
|---|---|
| HP | 2 per second |
| Mana | 2 per second |
| Stamina | 0.5 per second |
| Hunger | 1 per 20 seconds |
| Thirst | 1 per 20 seconds |
| Item | Restores |
|---|---|
| Minor Recovery Vial | 25 HP |
| Minor Mana Vial | 15 mana |
Only water and the two vials can be used in a fight, and using one places you last in that turn's order.
Resting is possible only in a Meditation Sanctum, pays out once a second, and stops once everything is full, on an encounter, on leaving, or on death. It restores all five vitals, hunger and thirst more slowly than the rest.
Praying at a grave restores 10 HP and 10 stamina, once per grave per 30 minutes, or per hour once the grave is desecrated.
haunting chance = clamp(sleeper peak / (sleeper peak + disturber peak), 0.1, 0.9)
peak = a character's highest stat
Equal peaks is 50%. See Graves.
Food and water
| Quantity | Value |
|---|---|
| A unit of water | One point of thirst; 20 × (1 + 0.03 × Density) g |
| A drink from cupped hands | 3 thirst |
| A litre of vessel | 1000 g: 50 units of rain, 44 at Density +4, the most a vessel takes |
| A Flask | 1–4 L: 1,000 g + 500 g a point |
| A Canister | 2–5 L: 2,000 g + 500 g a point |
| A Jug | 5–8 L: 5,000 g + 500 g a point |
| Warmth in a vessel | Toward Caloric 0 at 1 × clamp((6 − vessel material Density) / 6, 0, 1) an hour |
Eating and drinking take time, one unit at a time, and an interrupted one keeps what it finished:
| Item | Per unit |
|---|---|
| Water | 1 second |
| Forage Greens | 4 seconds |
| Raw Cut | 8 seconds |
Cooking spends shards whose combined caloric meets the food's requirement. A shard's caloric counts once per item in the stack.
| Food | Caloric needed |
|---|---|
| Forage Greens | 1 |
| Raw Cut | 4 |
Freshness runs from 100 to 0, and food at 0 is refused:
| State | Freshness lost |
|---|---|
| Raw | 12 an hour |
| Cooked | 1.5 an hour |
| Frozen | None |
| Carried, any state but frozen | 0.02 a step on top |
Stored food loses the hourly rate times max(0, 1 - cold / 9), where cold is
the summed |Caloric| of the cold shards stored with it; 9 cold stops
it. Cooking gives back 10 freshness, never past 100.
water from a matched caloric pair = round(magnitude^2 * 20) g
The pair must be one positive and one negative shard of equal magnitude: ±1 makes 20 g, ±5 500 g, ±9 1620 g. What the vessel cannot hold is lost. The water it makes is rain: all four axes at 0. See Items.
Fluids
mixing profile = (held × held units + added × added units) / (held units + added units)
dense Density ≥ 3 answers a quarter of its thirst
hot Caloric > 2 0.25 * (Caloric - 2) health per unit, never below 5
ice Caloric ≤ -5 1 stamina per 4 units, never below 5
| Name | Where it starts |
|---|---|
| Ice | Caloric −5 or below |
| Cold | Caloric −4 to −2 |
| Hot | Caloric above +2 (scalds) |
| Steam | Caloric +9 |
| Lava | a fluid of its own, any Caloric above 0 |
| Rock | lava at Caloric 0 |
| Brine | Density +5 |
| Hard | Cohesion +3 |
| Rapids | Kinetic +5 |
| Waterfall | Kinetic +8 |
Cupped hands and vessels take Caloric −7 to +8, Density up to 4 and Cohesion up to 5, and any of it can be drunk; above +2 it scalds.
A river's Kinetic comes from the drop to the next block it runs into, by ground rank (Mountain 3, Corridor Zone 2, City and Garden 1, the rest 0):
| Drop | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| Kinetic | +2 | +3 | +5 | +8 |
| Depth | Each step costs |
|---|---|
| 1 | Nothing |
| 2 | 1 stamina |
| 3 or more | 2 stamina |
Never below 5 stamina, and nothing on ice. In running water a held step costs nothing, except against the current.
footing = d12 + own reflex > the difficulty; a 12 always holds
| Difficulty | River | Rapids | Waterfall |
|---|---|---|---|
| With the current | 2 | 4 | 6 |
| Across | 6 | 8 | 10 |
| Against | 8 | 10 | 12 |
See Fluids.
Thresholds
| Threshold | Effect |
|---|---|
| Stamina 0 | Encounters cannot trigger |
| Over carry capacity | No further pickups |
| Stamina below 5 | 1 step in 4 costs 8 HP and the step |
| Stamina 5 or above | About 1 step in 5,000 costs the step only |
| Neural capacity over 50% | CLUTTERED: -2 reflex on hit chance, turn order and escape |
| Neural capacity over 90% | STRAINED: -5 reflex on the same; each reflex debt change and mana cost × 1.1, up or down |
| Material grade below 3, not hardened | Forged equipment has no stat lines |
| Found shard affinity | Never above 9. Fused shards can exceed it |
| 20 turns in an encounter | Speed multiplier reaches its floor |
| 5 turns without dealing damage | A monster attempts to escape |
| 1 minute after a failed opening | The reflex or intelligence penalty expires |
| 1 hour | A treaty proposal expires unanswered |
| 24 hours | Treaty revocation grace period |
| 48 hours | After a revocation, before the same two factions can propose again |
| 30 minutes | A grave can be prayed at again |
| 1 hour | A desecrated grave can be prayed at again |
| 1 week without a faction login | Territory decay begins |
Combat rules
- A turn resolves when every standing player has acted, or after 10 seconds.
- Turn order is by Reflex minus reflex debt and any burden penalty. Ties are broken by submission order.
- Using an item places you last in the turn order for that turn.
- Equipping, unequipping and socketing are refused during an encounter.
- Escapes resolve in turn order, so nothing can both escape and die in one turn.
- A successful escape moves you one tile in a direction you do not choose.
Map markers
| Marker | Meaning |
|---|---|
| Pawn | A character, in its own look and coloured by its affinities. You and your faction's members stand on a ring in its colour; another faction's wear a halo; no faction, neither |
| Glowing pips, a ring at the end | The route to your destination |
| Red disc with crossed swords | A fight against monsters. Entering it joins the fight |
| Shield split blue and red | A fight between players. Entering it joins the fight |
| Teal disc with a pawn | A parlour game in progress |
| White headstone on grass | A grave |
| Cracked headstone on bare earth, a purple wisp above | A desecrated grave |
| Cracked headstone with flowers and a halo | A grave whose ghost is laid to rest |
| Small yellow square | An item lying on the floor |
| Tinted tiles | Faction territory, coloured per faction |
| Outlined tiles | A faction headquarters |
| Diagonal strike | Contested ground |
| Faded tint | A decaying faction's territory |
| Diagonal hatching | Ground still loading |
| Storage cell shaded dark, with a small tick in its corner | A cell you searched yourself, fading out over a day; from this browser only (Stash) |