Appendices
Appendix A: Bestiary
TODO: one entry per monster family — weaknesses, behavior norms, and the full member list. Screenshot beside each family.
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]
| Member | Found In | Lv Range |
|---|---|---|
| [Monster] | [zones] | 1–8 |
| [Monster] | [zones] | 12–20 |
[Family] Family
Weak against: [element] [element]
| Member | Found In | Lv Range |
|---|---|---|
| [Monster] | [zones] | 1–8 |
| [Monster] | [zones] | 12–20 |
[Family] Family
Weak against: [element] [element]
| Member | Found In | Lv Range |
|---|---|---|
| [Monster] | [zones] | 1–8 |
| [Monster] | [zones] | 12–20 |
[Family] Family
Weak against: [element] [element]
| Member | Found In | Lv Range |
|---|---|---|
| [Monster] | [zones] | 1–8 |
| [Monster] | [zones] | 12–20 |
[Family] Family
Weak against: [element] [element]
| Member | Found In | Lv Range |
|---|---|---|
| [Monster] | [zones] | 1–8 |
| [Monster] | [zones] | 12–20 |
[Family] Family
Weak against: [element] [element]
| Member | Found In | Lv Range |
|---|---|---|
| [Monster] | [zones] | 1–8 |
| [Monster] | [zones] | 12–20 |
| Name | Family | Where | The Gimmick |
|---|---|---|---|
| TODO | TODO | TODO | TODO |
| TODO | TODO | TODO | TODO |
| TODO | TODO | TODO | TODO |
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.
| Line | Element | Tiers | Notes |
|---|---|---|---|
| Nukes | All elements | TODO | — |
| DoTs | All elements | TODO | Poison = water DoT, Bio = dark DoT |
| AoEs | All elements | TODO | — |
| Spell | Tier | Who Learns It | Notes |
|---|---|---|---|
| Heal I | I | TODO | |
| Heal II | II | TODO | |
| Heal III | III | TODO | |
| Party Heal | — | TODO | |
| Regen | — | TODO | |
| Cleanse | — | TODO | |
| Revive | — | TODO |
| Spell | Tier | Who Learns It | Notes |
|---|---|---|---|
| Sleep | — | TODO | |
| Bind | — | TODO | |
| Slow | — | TODO | |
| Blind | — | TODO | |
| Drain | — | TODO | |
| En-spells | — | TODO | Per-element family |
En-spells are per-element self-cast weapon enchants.
| Spell | Element | Who Learns It |
|---|---|---|
| TODO | TODO | TODO |
| TODO | TODO | TODO |
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.
| Layer | Rule |
|---|---|
| Granted by | Weapon type and level. Never job. A subjob grants none. |
| Cost | Ability Points. Everything you spend above the minimum scales the damage, up to a full bar of 3000. |
| AP gain | About 25 per second while landing and taking swings. |
| Accuracy | Weaponskills always land. There is no roll. |
| Opening | The first weaponskill on a monster opens a window held on that monster. |
| Links | Each further weaponskill adds one. Links never refresh the window. One player may add several. |
| Minimum | Two links. A single unfollowed weaponskill pays nothing. |
| Pairing | Every weaponskill chains with every other. There are no valid or invalid pairs. |
| Resolution | At window expiry, as one elemental hit on the chained monster. No splash. |
| Payload | Concentrated in few elements, spread across many, or a prism of all eight. |
| Threat | None. Chain damage generates no enmity. |
| Failure | The target dying mid-window loses the chain entirely. |
| Monsters | Spend AP on their own weaponskills, but never open or feed a chain. |
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 | Type | What It Does |
|---|---|---|
| Poison | DoT | TODO |
| Bio | DoT | TODO |
| Sleep | CC | TODO |
| Bind | CC | TODO |
| Slow | Debuff | TODO |
| Blind | Debuff | TODO |
| Regen | Buff | TODO |
| Terror | CC | TODO |
Appendix E: Consumables & Meals
TODO: food, potions, and other consumables — effects, duration, and where they're sourced.
| Food | Effect | Duration | Source |
|---|---|---|---|
| TODO | TODO | TODO | TODO |
| TODO | TODO | TODO | TODO |
| Item | Effect | Source |
|---|---|---|
| TODO | TODO | TODO |
| TODO | TODO | TODO |
Appendix F: Glossary
Terms this guide uses without stopping to explain them.
| Term | Meaning |
|---|---|
| Vhael | The world. Also "the Vhael" when what's meant is the living world rather than the planet. |
| Aether | Raw 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 Aurora | The 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 Awakened | Anyone 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 Vhaelthorn | The world-tree whose roots run under Vhael. The living world depends on it, and it must be tended. |
| the Gardener | An Awakened who took up the tending of the Tree. |
| Weaponskill | An attack granted by your weapon type and level, paid for in Ability Points. Always lands. |
| Skillchain | A window opened on a monster by a weaponskill. Further weaponskills add links, and the links resolve into one elemental hit. |
| AP | Ability Points. The second resource bar, spent on weaponskills and on the one job ability that uses it. |
| Ward | A barrier pool that absorbs damage before your health does and refills during combat. |
| Con | The level gap between you and a target, sorted into five bands from Trivial to Wall. |
| Claim | Ownership of a monster you engaged. Only the claiming party or alliance can fight it. |
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.
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.
| Stat | What It Means |
|---|---|
| Max HP | Maximum hit points. |
| Max MP | Maximum mana points. |
| Max AP | Maximum ability points, the resource most job abilities spend. |
| Max Ward | Ceiling on your barrier pool — damage absorbed before it touches HP. |
| HP Regen / MP Regen | Flat HP or MP recovered per second out of combat. |
| Ward Regen | Flat Ward recovered per second. Unlike HP and MP regeneration, this ticks while you are still fighting. |
| Life / Mana Leech | A percentage of the damage you deal returned as HP or MP, paid out over time and rate-capped. |
| Life / Mana on Hit | A flat amount gained per landed hit, paid instantly and uncapped. |
| Leech Effectiveness | Increases how much you leech, life and mana both. |
| MP / AP Cost Reduction | Reduces what your abilities cost. Both cap at 25%. |
| AP Gain | Increases the AP you bank from your own actions. Caps at 50%. |
| Reduced Enemy AP Gain | Reduces the AP your attacks hand to the things you hit. |
| Accuracy | Physical hit rating, checked against a target's Evasion. |
| Evasion | Chance to dodge an incoming physical attack. |
| Magic Accuracy | Spell and debuff landing rating, checked against Magic Evasion. |
| Magic Evasion | Chance to resist an incoming spell or debuff. |
| Critical Rate | Chance for an attack to land as a critical hit. |
| Critical Damage | Damage multiplier applied on a critical hit. |
| Double Attack Chance | Chance for an auto-attack to hit a second time. |
| Defense | Flat physical damage reduction per hit. |
| Block Chance / Reduction | Chance a shield blocks a hit, and how much of that hit is cut. |
| Parry Chance | Chance to deflect a hit with your weapon. |
| Guard Chance / Reduction | Chance to guard against a hit with certain weapons, and how much it cuts. |
| Counter Chance | Chance to counter-attack when you're hit. |
| Attack Speed / Cast Speed | Multipliers on your swing interval and cast time. |
| Movement Speed | Percent modifier on your movement speed. |
| Action Speed | A universal rate multiplier on both swings and casts (not movement or cooldowns). |
| Elemental Resistances | Percent damage reduction per element — Fire, Ice, Wind, Earth, Lightning, Water, Holy, and Dark — each with its own cap. |
| Elemental Penetration | Percent of a target's resistance you punch through, per element. |
| Area of Effect | Widens the radius of your area abilities. Caps at 50%. |
| Spell Block | Chance to blunt an incoming spell. The magical counterpart to Block, and the only defensive roll a cast has to get through. |
| Increased Healing | Increases the healing you do. Healing has no attribute behind it, so this and spell power are the whole lane. |
| Enmity Modifier | Percent increase or decrease to the threat you generate. |