Reference

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.

See Character and Factions.

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 0.95 can crit. The excess is the crit chance; a crit is 1.5x.
  • 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 M monsters killed and P players 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)
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