Quick Reference

Appendices

Appendix A: Bestiary

TODO: one entry per monster family — weaknesses, behavior norms, and the full member list. Screenshot beside each family.

How Monsters Scale

A monster's stats come from two layers: its family sets a baseline that scales with level, and the individual creature multiplies that baseline up or down from there — the same archetype-table-times-multiplier shape used across the genre, just carrying our own numbers. None of it comes out of a single master formula: every monster's numbers are hand-authored and checked against how long a fight against it actually takes for its level and role, and adjusted if that pacing drifts out of step with its neighbors.

[Family] Family

Weak against: [element] [element]

MemberFound InLv Range
[Monster][zones]1–8
[Monster][zones]12–20

[Family] Family

Weak against: [element] [element]

MemberFound InLv Range
[Monster][zones]1–8
[Monster][zones]12–20

[Family] Family

Weak against: [element] [element]

MemberFound InLv Range
[Monster][zones]1–8
[Monster][zones]12–20

[Family] Family

Weak against: [element] [element]

MemberFound InLv Range
[Monster][zones]1–8
[Monster][zones]12–20

[Family] Family

Weak against: [element] [element]

MemberFound InLv Range
[Monster][zones]1–8
[Monster][zones]12–20

[Family] Family

Weak against: [element] [element]

MemberFound InLv Range
[Monster][zones]1–8
[Monster][zones]12–20
Notorious Monsters
Notorious Monsters
NameFamilyWhereThe Gimmick
TODOTODOTODOTODO
TODOTODOTODOTODO
TODOTODOTODOTODO
Monsters by Family Index

TODO: flat alphabetical index of every monster, cross-referenced to its family card above.

Appendix B: The Spell Library

TODO: the shared spell library — lines and tiers granted across jobs at varying depth. Source: sc-backend Jobs design doc, spell library section.

Elemental Lines
LineElementTiersNotes
NukesAll elementsTODO
DoTsAll elementsTODOPoison = water DoT, Bio = dark DoT
AoEsAll elementsTODO
Restoration
SpellTierWho Learns ItNotes
Heal IITODO
Heal IIIITODO
Heal IIIIIITODO
Party HealTODO
RegenTODO
CleanseTODO
ReviveTODO
Control & Utility
SpellTierWho Learns ItNotes
SleepTODO
BindTODO
SlowTODO
BlindTODO
DrainTODO
En-spellsTODOPer-element family

En-spells are per-element self-cast weapon enchants.

En-spells
SpellElementWho Learns It
TODOTODOTODO
TODOTODOTODO

Appendix C: Weaponskills & Skillchains

Two combat layers sit underneath every job and are identical for all of them. No job engine generates them, accelerates them, or hooks into them. The full rules are in the Adventuring chapter; this appendix is the quick-reference version.

The Two Layers
LayerRule
Granted byWeapon type and level. Never job. A subjob grants none.
CostAbility Points. Everything you spend above the minimum scales the damage, up to a full bar of 3000.
AP gainAbout 25 per second while landing and taking swings.
AccuracyWeaponskills always land. There is no roll.
OpeningThe first weaponskill on a monster opens a window held on that monster.
LinksEach further weaponskill adds one. Links never refresh the window. One player may add several.
MinimumTwo links. A single unfollowed weaponskill pays nothing.
PairingEvery weaponskill chains with every other. There are no valid or invalid pairs.
ResolutionAt window expiry, as one elemental hit on the chained monster. No splash.
PayloadConcentrated in few elements, spread across many, or a prism of all eight.
ThreatNone. Chain damage generates no enmity.
FailureThe target dying mid-window loses the chain entirely.
MonstersSpend AP on their own weaponskills, but never open or feed a chain.
Design note

Only the AP numbers above are sourced from the build; the layer itself is designed and unimplemented (Skillchains.md). Deliberately absent: window length, the damage curve by link count, unlock levels, and the weaponskill roster. The earlier draft of this appendix carried an openers-and-closers property chart — that lattice was rejected, and universal chaining replaced it.

Appendix D: Status Effects

TODO: buffs, debuffs, and crowd control the game applies, independent of which job or line grants them.

Status Effects
StatusTypeWhat It Does
PoisonDoTTODO
BioDoTTODO
SleepCCTODO
BindCCTODO
SlowDebuffTODO
BlindDebuffTODO
RegenBuffTODO
TerrorCCTODO

Appendix E: Consumables & Meals

TODO: food, potions, and other consumables — effects, duration, and where they're sourced.

Meals
FoodEffectDurationSource
TODOTODOTODOTODO
TODOTODOTODOTODO
Potions & Remedies
ItemEffectSource
TODOTODOTODO
TODOTODOTODO

Appendix F: Glossary

Terms this guide uses without stopping to explain them.

Core Terms
TermMeaning
VhaelThe world. Also "the Vhael" when what's meant is the living world rather than the planet.
AetherRaw magic, older than the Aurora and native to the world-trees. It crystallizes over time, and refining it is what powers the Empire's industry.
the AuroraThe event that grants magic to a generation of people. Each one raises a new crop of Awakened. The Piporin call the first the First Aetherfall.
the AwakenedAnyone who gained magic from an Aurora. You are one of the newest, and the first able to master more than one thread of magic at a time.
Tree of VhaelthornThe world-tree whose roots run under Vhael. The living world depends on it, and it must be tended.
the GardenerAn Awakened who took up the tending of the Tree.
WeaponskillAn attack granted by your weapon type and level, paid for in Ability Points. Always lands.
SkillchainA window opened on a monster by a weaponskill. Further weaponskills add links, and the links resolve into one elemental hit.
APAbility Points. The second resource bar, spent on weaponskills and on the one job ability that uses it.
WardA barrier pool that absorbs damage before your health does and refills during combat.
ConThe level gap between you and a target, sorted into five bands from Trivial to Wall.
ClaimOwnership of a monster you engaged. Only the claiming party or alliance can fight it.
Design note

Open: "Spirit" appeared in an earlier draft of this glossary and has no entry in kb/vocab.md. Either define it or retire the term.

Appendix G: Charts & Quick Reference

TODO: pullout-style quick tables planned — leveling bands by zone, travel connections.

Derived Stats

Beyond the four attributes, your character sheet tracks a much longer list of derived stats — the numbers your gear, buffs, and job actually move. Here are the ones you'll see most often.

Derived Stats
StatWhat It Means
Max HPMaximum hit points.
Max MPMaximum mana points.
Max APMaximum ability points, the resource most job abilities spend.
Max WardCeiling on your barrier pool — damage absorbed before it touches HP.
HP Regen / MP RegenFlat HP or MP recovered per second out of combat.
Ward RegenFlat Ward recovered per second. Unlike HP and MP regeneration, this ticks while you are still fighting.
Life / Mana LeechA percentage of the damage you deal returned as HP or MP, paid out over time and rate-capped.
Life / Mana on HitA flat amount gained per landed hit, paid instantly and uncapped.
Leech EffectivenessIncreases how much you leech, life and mana both.
MP / AP Cost ReductionReduces what your abilities cost. Both cap at 25%.
AP GainIncreases the AP you bank from your own actions. Caps at 50%.
Reduced Enemy AP GainReduces the AP your attacks hand to the things you hit.
AccuracyPhysical hit rating, checked against a target's Evasion.
EvasionChance to dodge an incoming physical attack.
Magic AccuracySpell and debuff landing rating, checked against Magic Evasion.
Magic EvasionChance to resist an incoming spell or debuff.
Critical RateChance for an attack to land as a critical hit.
Critical DamageDamage multiplier applied on a critical hit.
Double Attack ChanceChance for an auto-attack to hit a second time.
DefenseFlat physical damage reduction per hit.
Block Chance / ReductionChance a shield blocks a hit, and how much of that hit is cut.
Parry ChanceChance to deflect a hit with your weapon.
Guard Chance / ReductionChance to guard against a hit with certain weapons, and how much it cuts.
Counter ChanceChance to counter-attack when you're hit.
Attack Speed / Cast SpeedMultipliers on your swing interval and cast time.
Movement SpeedPercent modifier on your movement speed.
Action SpeedA universal rate multiplier on both swings and casts (not movement or cooldowns).
Elemental ResistancesPercent damage reduction per element — Fire, Ice, Wind, Earth, Lightning, Water, Holy, and Dark — each with its own cap.
Elemental PenetrationPercent of a target's resistance you punch through, per element.
Area of EffectWidens the radius of your area abilities. Caps at 50%.
Spell BlockChance to blunt an incoming spell. The magical counterpart to Block, and the only defensive roll a cast has to get through.
Increased HealingIncreases the healing you do. Healing has no attribute behind it, so this and spell power are the whole lane.
Enmity ModifierPercent increase or decrease to the threat you generate.