Systems

The game design document for Halvesper’s systems. It builds on 00-canon.md (binding), 01-world.md (lore, titans, factions, class and branch names, the night cycle and the calendar), 02-atlas.md (regions, monsters, bosses, dungeons, the raid) and 08-scale.md (the Sunline, Strides, Dawnmarks, strata, the Deep, Omens, the density bar). 04-architecture.md owns servers and netcode; 05-art-audio.md draws what this document specifies; 10-operations.md owns the first-time experience and retention targets; 07-decisions.md holds the D-numbers cited here. Names come from 01 and 02 and are listed in 09-glossary.md; this document owns mechanics and numbers.

Numbers here are launch targets. Every number that matters for pacing is checked by a bot (section 22.1); when a bot and this document disagree, tune the game and update the number here in the same PR.

Units. 1 sim unit (u) = 4 reference px. A tile is a measuring unit of 8 u = 32 px (Tiles.SIZE = 8); collision is footholds (04-architecture.md), not a tile grid, and tiles appear here only as a length for ranges and radii. The player body is 12 x 22 u (48 x 88 px); “body height” (BH) = 22 u. The reference screen is 1920 x 1080 px = 480 x 270 u (60 x 34 tiles); phones zoom 1.33x and see 360 x 203 u. Time is in seconds unless marked. The sim ticks at 60 Hz. The world clock enters the sim as an input like any other, never as a wall-clock read.


1. Core loop

1.1 The loops

Scale Loop What the player does What it feeds
Minute Fight and move Clear a platform with 2–4 skills, keep Lampghosts inside your light, hop on, catch the motes that rise XP, brass, materials, banked motes
Trip (20–50 min) Out and back Go out from a hold or dock into the fields; fight as long as you like, every caught mote banking as it would be meso; pick trip boons (7.9) that build this trip’s kit, lost on stepping back into a hold Titan vigor, Titan Favor, lantern growth, quest progress
Run (20–40 min) Down and back Go down into a stratum or the Deep; fight until the lantern runs low or fills with motes; carry the motes back to a beacon or the way up before the lantern dies Titan vigor and Favor at better rates, Deep depth, lantern growth
Session (45–90 min) Hold → dark → hold Take contracts in a hold, make one or two trips, turn in, upgrade, sell Levels, gear, lantern rank
Turning (7 days) Titans walk Titans dock in new places; their vigor from last Turning decides how they walk this one; weekly lockouts reset Weekly gear, Favor, the Sunline
Season (10–12 weeks) An Act of the story The world story advances one Act for the whole server, moves the titans and ends with a server-wide outcome Regions, story, cosmetics, a changed world

The session is the genre’s town-and-field rhythm, and in the fields it plays like MapleStory: no clock but the player’s own. Two things change it. What every kill frees is the fire the world is running out of, so the grind itself feeds the titans: every lantern lit costs a titan steps, every mote banked gives some back (section 7). And under the surface, in the strata and the Deep, the lantern becomes a clock that pulls the player home with a load worth losing (6.5, 7.2): the roguelite mode, chosen, never forced.

1.2 The first session

10-operations.md §4 owns the first-time experience: its order, its time targets and its HUD rules. This section sets the systems inside it.

The prologue is an instance: a private copy of the Pilgrim’s Stair, the Wick and Mossy Field, shared by up to 12 newcomers who started within the same few minutes (solo if there are none). It follows 01-world.md §8.1 and never reads the live world clock: it is always a Kneeling, and Mossback’s rise at the end is staged. Morrow, the Convergence and Act state never change it.

Step Where Systems on Teaches
Create Character creation Base class (four cards, each with a looping clip), body, face, hair, lantern glass color, name Class kit from level 1
Prologue Pilgrim’s Stair, then the Wick (instance) Walk, jump, ropes, drop through. The Lighting at the Vent: the town lurches, “He stumbled for you!”, your light circle appears. HUD: health, lantern gauge, class resource bar Movement; the lantern
First field Mossy Field (instance) Puddlings take half damage outside your circle and pop inside it. Motes rise into your lantern and run home along its thread; the gauge shows what you have banked. Skill 1 at level 2; an Oil-grade hat Combat; motes go home
First bank Foot of the Stair (instance) Fen shows where the thread ends: the motes you banked stream up into Mossback’s shell and the Sunline gauge ticks. The first death happens near light and costs nothing but the walk back Every kill matters to everyone
Into the live world The Rim, Lantern Town The instance ends at the Rim’s gate into a real channel. Reeve Tamsey asks you to count the Rim’s lanterns for her ledger. Shops, storage, the contract board, one each This is an MMO
First party Mossy Field and the Footprint Ponds A quest that is easier with others; the party finder is offered, never forced. Old Ponder’s Small Steps at level 6 Together is better
Lodge The Lodges, the Rim Induction at 10 (4.1); the Puddle Mayor in the Soak on the way Your class’s place

As built (2026-10-04): creation is the Lodge yard (#94). New character opens the yard, where the player tries each class at level 8 on dummies, chooses, names the character, picks its lantern glass color and begins; worldd creates it as that class and glass. The glass is one of eight swatches on the naming page (D67, game/sim/glass.gd; Amber, the painted glass, by default). worldd keeps it in characters.glass beside class, never from a save; the game server sends everyone’s glass on the map only when it changes (protocol v14); the player view tints the lantern’s glass and leaves its brass and the flame’s core, and a hooded lantern still dims. Character select shows each character’s swatch. Body, face and hair are not built yet (06-roadmap.md Phase 1, item 5).

Rules below level 10: no XP loss on death; the lantern burns no fuel in a field (6.5); no inventory-full message (48 starter slots); no menu needed to progress; every unlock arrives with one sentence and a demonstration. The free Pilgrim Tetherline (8.6) brings a newcomer back to the Mossway whenever Mossback is not kneeling there.

As built (first-field tuning, data only): a realistic newcomer (22.3) died 0.5–0.7 times a minute at levels 1–4 and took about 2x 5.1 to level 5, so the first stretch is gentler. Mossy Field’s west half is Puddlings only (its platform Mossnip point at x 450 is a Puddling point), its mound Mossnip point moved east from x 1200 to x 1460, and the Puddling touches for 4 instead of 7 (3.4) and notices a player at 4.5 tiles instead of 6 (3.7). Spawn counts and respawn times are unchanged: fewer or slower monsters cost the grind bot its 5.1 time (a first try that moved the Ponds’ Shellmites onto a high pad slowed it past 41.7 min). Solo, CAP_PER_PLAYER deals one monster to each of a field’s eight points (17.2), so a point’s kind, not its count of three, is what a newcomer meets.

As built (newcomer tuning, data only): after that the newcomer still took 17–20 min to level 5 (1.7–1.9x 5.1), dying on Mossy Field’s Mossnips and in the Footprint Ponds’ craters, and killing half as fast as the grind bot because it moves on once nothing is on screen. So every kind of level 5 and under touches for half of 3.4 (NEWCOMER_TOUCH: the Puddling 3, the Mossnip 4, the Dandlehop and the Shellmite 5), and drops a Moss Tonic one kill in ten (NEWCOMER_TONIC, 13.2); the Shellmite notices a player at 4.5 tiles instead of 6; and Mossy Field’s five Puddling points sit within one screen (x 250–700, on four heights) and respawn in 3 s instead of 6, so a newcomer finds the next one before it has walked on. The Ponds’ first crater is a Dandlehop point, not a Shellmite one, so the map’s first screen is Dandlehops only.

1.3 Teaching order after the prologue

Level Where New system
10 The Lodges, Lantern Town Lodge induction (class tier 1), Guild contracts
10–12 The Lantern Road Dim: the first map where the dark hides Lampghosts; keep them in your light (6.6)
12–14 The Sump, under the Mossway Strata: the lantern burns fuel, motes ride in it as cargo, a fuller lantern burns faster and draws Lampghosts, and they bank at a beacon or the way up (6.5, 7.2)
14–16 Chime Dunes Beacons: light one, bank at it, be relit at it
16–18 The Broken Lamphouse Shutter and hood
20 The Kiln First lantern-draining boss (the Cinder Eye); Lamplickers first gutter lanterns at 15–16 on Chime Dunes and in the Broken Lamphouse (02-atlas.md §6.4)
20–30 Tallowmere Docks and Heartwarm (Mossback at Wickshore), Tetherline
30 Branch trial Branch, second mobility skill, binding to a titan

2. Movement and controls

2.1 Platformer feel

Kept from the genre: committed jump arcs, ropes and ladders, down + jump to drop through a one-way foothold, up to use a portal. Maps are built around a known jump reach, so jump height is fixed. What we add is responsiveness at the edges: coyote time, jump buffering and small air control.

Parameter Value Notes
Walk speed 90 u/s (360 px/s) at 100% Speed In the sim today (WALK_SPEED). About 4 BH/s.
Ground accel / air accel 900 / 450 u/s² Full speed in 0.1 s on ground
Jump speed 280 u/s at 100% Jump Apex 43.6 u (174 px, 2 BH), airtime 0.62 s
Gravity / max fall 900 u/s² / 420 u/s Max fall is 7 u per tick, under one tile
Coyote time 0.10 s
Jump buffer 0.12 s
Drop-through 0.25 s DROP_SECONDS
Climb speed 70 u/s Ropes and ladders
Rope grab Up while overlapping a rope in the air Genre convention
Jump off rope Left/right + jump: 60% jump speed, 90 u/s sideways
Landing No fall damage, ever
Mount Free from a level-30 quest: +30% speed out of combat, 1 s summon, dismounts on attack or hit Shop mounts change only the look
Speed stat 100% base, hard cap 140%
Jump stat 100% base, cap 120% (apex 63 u) Maps assume 100%; 120% opens shortcuts only

Map grammar (level designers, all at 100% stats, from the numbers above):

Step Limit without a rope Why
Straight up ≤ 36 u (144 px, 1.6 BH) Apex 43.6 u less a margin
Up 36 u and across ≤ 32 u horizontal Landing at that height comes 0.44 s into the jump: 40 u of travel
Level gap ≤ 48 u (192 px) Flat reach is 56 u
Down Any No fall damage

Anything taller needs a rope, ladder or lift. A class mobility skill may shortcut a route but is never the only route.

2.2 Class mobility

Everyone has walk, jump, climb and drop. Each base class gets one mobility skill at level 5 and a second at the branch trial (30), whatever branch they pick.

Class Level 5 Level 30 Feel
Warden Lantern Hook: grapple a foothold or rope edge within 7 tiles up or diagonally up; pulls in 0.3 s; 3 s cooldown Bullrush: ground dash 8 tiles, knocks small monsters aside, 6 s cooldown Heavy and vertical: climbs, never double-jumps
Kindler Blink: teleport 6 tiles in any of 8 directions, 0.15 s i-frames, 1.5 s cooldown, cannot pass solid ground Warm Glide: hold jump in the air to fall at 90 u/s Precise and floaty
Ranger Vault: a second jump at 70% speed, can reverse direction Rope Arrow: a rope 10 tiles up or diagonally that anyone can climb for 15 s Agile, makes routes for the party
Shade Flicker: dash 5 tiles through monsters, 8 tiles if starting at intensity 0, 0.2 s i-frames, 2 s cooldown, one air use Gloamstep: stand on gloamways (§6.9) while shuttered, not only hooded Fast, low, rewarded for staying dark

As built (game/sim/skills.gd): Lantern Hook walks a line from the feet straight up, or diagonally up toward a held left or right, and catches the first foothold (ground or platform, from below, since there are no ceilings) or rope it meets within 7 tiles where the body fits. The pull is 18 ticks with walking and jumping off; on a rope it ends climbing. It runs inside Zone.step_movement, so the client predicts and replays it and the server agrees (tests/test_net.gd). It costs no Resolve, so prediction never waits on a hit the server has not sent yet.

As built (game/sim/shade.gd): Flicker is 8 ticks at a fixed speed along her facing, 5 tiles, or 8 when the light at her center is 0 as it starts, with no gravity and 0.2 s of i-frames; once per airtime (the floor or a climb gives it back). It runs in Zone.step_movement like Lantern Hook, and its state rides in me (protocol v13), so it is predicted and replayed (tests/test_net.gd). TODO: Gloamstep (level 30).

As built (game/sim/ranger.gd): Vault is jump pressed in the air once the walk’s coyote time is over, or Vault’s own key: −196 u/s up and the held direction x 90 u/s across, so it reverses; once per airtime (player.vaulted, on the wire in the own-character block), reset on landing or a rope. It runs in Zone.step_movement and costs nothing, so it is predicted like the hook (tests/test_net.gd).

2.3 Aiming

No free aim. Attacks fire in the facing direction; ranged attacks bend up to ±25° toward the nearest valid target in a forward cone of 20 tiles. Keyboard, gamepad and touch stay equal (the sim’s aim field is filled by the client from facing plus auto-target, and the server validates it against the cone). Ground-targeted skills drop at the player’s feet or a fixed offset ahead; a drag reticle is a desktop and gamepad nicety.

As built (game/sim/aim.gd): facing is the way the stick or keys last pointed, so knockback never turns a player. A target counts within 45° of facing and 20 tiles; the nearest wins, ties to the lower monster id; the shot points at it, clamped to ±25°. The zone clamps any aim it is sent to ±25° of facing and fires anything pointing backward straight ahead, so prediction never depends on aim. A 25°-capped arrow rises at most ~43 u, a jump ~44 u, so the Cinder Eye’s hover was lowered from 90 u to 40 u above its target and its hover tracking from 140 to 70 u/s (below walk speed) so it cannot sit overhead out of reach (game/sim/creatures.gd; any hovering monster follows the same rule).

2.4 Layouts

Mobile is first-class: every action is reachable with two thumbs and no tap target smaller than 44 pt. A branch’s core rotation is 6 skills, mobility included; further skills are situational and live on a second page. This document owns control counts and sizes; 05-art-audio.md draws them, with a class-resource bar (not MP) and a lantern gauge.

Keyboard and mouse (all rebindable)

Action Default
Move / climb / drop Arrow keys or A, D, W, S
Jump Space (or Alt)
Basic attack Ctrl or J
Interact, pick up, talk, portal Up, W or E
Skill bar 1 1–0
Skill bar 2 Shift + 1–0, or Q, R, F, G, Z, X, C, V
Potion / oil Page Up, Page Down
Lantern: shutter / hood H (tap shutters, hold hoods)
Trip boon cards (§7.9) , . / (Backspace passes)
Ping / marker wheel Middle mouse or B (§14.3)
Menus I inventory, K skills, L quests, M map, P party, U guild, O social, Esc
Mouse UI, NPC and player menus, drag items, place pings. Not needed in combat.

Gamepad

Input Action
Left stick / d-pad Move, climb, drop (down + A)
A Jump
X Basic attack
B Mobility skill
Y Interact / pick up
LB held + A/B/X/Y Skills 1–4
RB held + A/B/X/Y Skills 5–8
LB+RB held + A/B/X/Y Skills 9–12
LT / RT Potion / oil
R3 Lantern: tap shutters, hold hoods
L3 Ping wheel
Start / Select Menu / map

Mobile touch (landscape, safe-area aware)

Zone Control
Left half Floating joystick. Up climbs, down crouches; down + jump drops. Flick up at a portal enters it.
Bottom right Basic attack (88 pt) with jump (72 pt) to its left
Arc around attack 6 skill buttons (60 pt), mobility in the slot nearest the thumb; page toggle for situational skills
Right edge 2 contextual buttons (60 pt): the first is potion, or oil when the lantern is under 25%, or hood while a Shade is unseen; the second is interact, bank, relight, light a beacon or pick up when one applies
Top Minimap, party frames, quest tracker, chat icon (long-press: ping wheel)
Top right Lantern gauge: fuel ring and carried-mote count where they apply (6.5, 7.2), else banked motes; tap shutters, long-press hoods

Touch assists, on by default on mobile and available everywhere: auto-target, auto-loot, hold-to-repeat basic attack, auto-climb when the stick points at a rope. None change damage or reach.

As built: a frame carries the one skill held (InputFrame.skill); holding a key repeats its skill whenever it is ready. Ctrl or J is Sweep, and clicking with a melee weapon selected still sweeps; keys 1–3 are Brace, Lantern Hook and Lanternbash; Page Up drinks a Moss Tonic. The number keys no longer pick the item hotbar: the mouse wheel and clicks do. Auto-target is on everywhere: a strike faces the nearest monster in its own box ahead, or turns to one in the same box behind when none is ahead.


3. Combat

3.1 Hit model

3.2 Stats

No stat points to allocate. Stats grow with level and come from gear.

Stat Effect
Might Warden primary; Ranger secondary
Focus Kindler primary; Shade secondary
Aim Ranger primary; Warden secondary
Guile Shade primary; Kindler secondary
Grit +5 max HP per point, all classes
Attack (ATK) From weapon (and some offhands and affixes)
Armor Reduces incoming damage (3.4)
Crit Rate Base 5%, cap 75%
Crit Damage Base +50%, gear up to +200%
Damage % Additive bonus to all damage
Boss Damage % Additive with Damage % against bosses and elites
Pierce % Ignores that share of a monster’s Defense
Speed / Jump Movement, 2.1
Radius, Fuel, Burn Efficiency, Mote Capacity Lantern stats (6.2)

Base growth per level L: primary = 20 + 5L, secondary = 5 + 1L, Grit = 10 + 2L. At-level Glass-grade gear adds about 1.5L primary and 0.5L secondary across all slots.

As built (game/sim/stats.gd): every character is a Warden, Might primary and Aim secondary, growing as above; Grit is the +10 life a level progression.gd already gives. Phase 0 has a weapon and no armor, so the weapon carries the whole gear budget: a sword of item level il adds floor(1.5 il) Might and floor(0.5 il) Aim besides its ATK. An at-level Warden with an at-level sword then hits exactly as 3.3’s rows. TODO: move the budget to armor and accessories once slots exist (10.1), leaving the weapon its ATK.

3.3 Damage formula

StatValue   = 4 * Primary + Secondary
Base        = ATK * StatValue / 100
Hit         = Base * Skill% * (1 + Damage% [+ BossDamage%])
                   * CritMult * ElementMult * LightMult * DefenseMult * LevelMult
                   * Variance
CritMult    = 1 + CritDamage            on a crit, else 1
LightMult   = 0.5 if the target is Shrouded (6.6), else 1
DefenseMult = 1 - MonsterDefense * (1 - Pierce)      MonsterDefense in [0, 0.6]
LevelMult   = 1 if monster level <= player level + 2
              else max(0.2, 1 - 0.08 * (monster level - player level - 2))
Variance    = uniform 0.92–1.08 from the zone's seeded RNG

Damage is an integer, minimum 1. All rolls come from the zone RNG so fights replay.

Reference values for an at-level character with Glass-grade gear, basic attack:

Level Primary Secondary StatValue Weapon ATK Basic hit Normal mob HP Mid-class HP
1 26 6 110 6 7 20 90
10 85 20 360 25 88 270 230
30 215 50 910 82 750 2,240 590
60 410 95 1,735 189 3,270 9,800 1,220
100 670 155 2,835 353 10,000 30,000 2,180
120 800 185 3,385 442 14,960 44,900 2,700

Formulas: weapon ATK(il) = 5 + 1.1 · il^1.25 for a Glass-grade weapon at item level il; normal mob HP(L) = 3 x at-level basic hit; mid-class HP(L) = 80 + 12L + 0.9L^1.5 (Warden x1.3, Ranger x1.0, Shade x0.95, Kindler x0.8). The level 1 row matches today’s sim (worn Pilgrim’s Shortsword 5, Puddling 14 HP, player 100 HP).

Built: Creatures.normal_health and touch_damage (3.4) in game/sim/creatures.gd, with primary and secondary floored to whole stats, and every Mossway kind’s life and touch are those at its level, except the Puddling’s 14, sized to the starting sword above, and the touch of every kind of level 5 and under, the newcomer allowance (newcomer_touch, 1.2, 3.4).

Built for player hits (game/sim/stats.gd, every Warden strike): Base from the sword’s ATK and the Warden’s stats (3.2), Skill% the strike’s power, a 5% crit for +50%, LevelMult as above and Variance, rolled per target from the zone’s own hit stream (Zone.hit_rng), so spawning’s stream never shifts; LightMult is the Lampghosts’ own (6.6), applied after. Damage%, elements and Defense wait for affixes and monster defense. Bows still deal their flat damage (TODO: through the formula with Aim primary once Rangers exist). A sword above the character’s level is never swung (10.2). tests/test_stats.gd holds 5.6’s two invariants for levels 1–10: an at-level Warden with an at-level sword puts out an at-level normal monster in 1.1–1.2 s of Sweeps (0.35 s each), and one 10 levels above puts it out with one hit at the lowest variance.

Level Primary Secondary StatValue ATK at iL L Basic hit Normal life Sweeps’ time
1 26 6 110 6.1 6.7 20 1.12 s
2 33 8 140 7.6 10.7 32 1.16 s
3 39 9 165 9.3 15.4 46 1.14 s
4 46 11 195 11.2 21.9 66 1.20 s
5 52 12 220 13.2 29.1 87 1.16 s
6 59 14 250 15.3 38.3 115 1.18 s
7 65 15 275 17.5 48.2 145 1.20 s
8 72 17 305 19.8 60.4 181 1.18 s
9 78 18 330 22.2 73.1 219 1.19 s
10 85 20 360 24.6 88.4 265 1.19 s

The Mossway has four swords (10.9), so between them a Warden is up to two levels behind its weapon: with the best sword it can wield, each Mossway kind at its own level takes 1.0–1.7 s (Shellmite at 5 on the Thornwood Sword is the slowest).

Monster Level Life Touch Behaviour
Puddling 1 14 3 Hops
Mossnip 3 46 4 Walks and jumps; curls into a ball for 1.2 s when hit and rolls to a stop
Dandlehop 4 66 5 Long, quick hops
Shellmite 5 87 5 Walks fast and jumps; not a Lampghost
Thornpig 6 115 12 Rolls fast, never jumps, so drops off platform edges
Dimwing 7 145 13 Flies
Afternooner 9 219 15 Walks and jumps
Teacup Puddling 4 66 5 Hops as the Puddling; a rare stand-in at one Ponds point
Snagcat 7 145 13 Long, high pounces, a longer rest between
Rustpuff 8 181 14 Drifts at you, slow, with a wobble
Bog Puddling 9 219 15 Heavier, lower hops
Tollkeeper 10 265 16 Walks, never jumps, short leash: holds the deck

Designed, not built (02-atlas.md §6.6, all proposed, D41): the rest of the Mossway and the Glasslands, at normal_health and touch_damage of their level (newcomer_touch at 5 and under, 1.2). Aggro, leash and pacing in tiles as 3.7’s table; behaviours and where each lives are 02’s.

Id Monster Level Life Touch Aggro Leash Paces Notes
10 Teacup Puddling 4 66 5 6 16 ±4 Rare spawn. Built
11 Snagcat 7 145 13 8 16 ±5 Built
12 Rustpuff 8 181 14 6 14 ±4 Built
13 Bog Puddling 9 219 15 6 16 ±4 Built
14 Tollkeeper 10 265 16 8 10 ±3 Replaces the Afternooner on the tollbridge. Built
15 Runlet 10 133 0 — — — The Puddle Mayor’s piece: half life, no touch; heals the Mayor 2% on arrival (built)
15 Wickwren 10 265 16 7 16 ±5
16 Glassback 11 312 17 5 14 ±3 Living; projectiles to its back do nothing
17 Cinderling 12 368 18 12 24 ±4 Cinderkin (3.5)
18 Chimehound 13 424 19 8 20 ±5 Its first hit calls its pack
19 Mirrorkin 14 491 21 7 16 ±5
20 Lamplicker 15 556 22 7 18 ±6 Touch Guttered 5 s
21 Pilgrim Afternooner 16 633 23 0 18 the map No touch until hit or blocked
22 Slagworm 18 797 26 8 14 ±3 Living
23 Lostbearer 19 883 27 8 18 ±5
24 Sump Puddling 12 368 18 6 16 ±4 The Sump
25 Sump Dimwing 13 424 19 10 20 ±5 The Sump

Elites (02 §6.6) are 10x life at their kind’s level. The bosses (16 and 3) are in 15.1.

Kill-time targets (one at-level player, Glass-grade gear, no buffs):

Target HP multiple of normal Solo time Group
Normal monster 1x 1.0–1.5 s single target; a 6-pack in 2–3 AoE casts
Elite 10x 12–20 s 5–8 s with 3
Dungeon boss 400x 3–5 min with 6
Open-world boss 2,500x, scales with attackers (15.1) 4–8 min with 20–40
Raid phase boss 3,000–4,500x 6–10 min with 12–18

3.4 Damage taken

Incoming   = MonsterAttack * AttackSkill% * ElementResistMult * (1 - Mitigation)
Mitigation = min(0.6, Armor / (Armor + 40 * MonsterLevel + 100))

A normal monster’s touch hits for 7% of mid-class HP before mitigation (7 at level 1); a monster of level 5 and under touches for half of that (the Puddling 3, the Shellmite 5), an allowance for the Mossway’s newcomers (1.2); a telegraphed attack 12–20%; an elite 15–30%; boss mechanics 25–60%, with “wipe” mechanics only where an avoid is telegraphed for at least 1.2 s. At-level armor: Warden ≈ 12L, Ranger and Shade ≈ 7L, Kindler ≈ 5L (Warden about 22% mitigation at 60, Kindler 11%).

3.5 Elements: the three lights

Three elements plus physical, one per kind of light in the world (01-world.md §1.2).

Element Color Source Status
Physical — Most weapons Cut (Shade), Staggered
Heartfire Amber A titan’s fire: Kindler spells, Warden lantern skills, flare arrows, lantern wicks Kindled
Coldlight Blue-white The Lampghosts’ cold light, cracked into a Shade’s lantern; Stay gear Hushed
Sunlight Gold-white The real sun: Highnoon’s mirrors, the Cloudshelf, the Sunfoot, Concord automata, a few Pathfinder skills Seared, Dazzled
Monster kind Examples (02) Heartfire Coldlight Sunlight Notes
Lampghosts (stolen ember) Puddling, Dimwing, Afternooners, Wendling x1.5 x1.0 x0.5 Shrouded outside light (6.6); heartfire unmakes them, sunlight only drowns them
Cinderkin (fire without a titan) The Cinder Eye, Cinderlings, Cinder Choir, Cindersworn, Veinmaw, Noonlings x0.5 x1.5 x1.0 Eat lantern fire: −3 fuel per hit on players where fuel burns (6.5)
Living things Shellmites, Pickrats, Cragrooks, Glimsnails, people x1.0 x1.0 x1.0 No stolen ember, no motes
Concord machines Orrery Sentinels, Tapwalkers x1.0 x1.25 x0.5 Physical x0.75; built to drink the sun

Coldlight ignores the Shroud: a Shade’s borrowed absence is the Lampghosts’ own, so it deals full damage to a Shrouded Lampghost. Cinderkin mean the dark classes have their moment, starting with the Cinder Eye at 20. A party with amber and blue-white light is strongest.

3.6 Status effects

Statuses are light states. Bosses take statuses marked “Poise” as Poise damage instead.

Status On Applied by Duration Effect Bosses
Kindled Monsters Heartfire hits 4 s 20% of hit per s, stacks 3 Yes
Seared Monsters Standing at light intensity 2+, Sunlight hits 6 s +20% damage taken, +10% crit chance against Yes
Unmade Lampghosts A heartfire hit on a normal Lampghost under 10% HP at intensity 2+ — Put out at once; its motes rise No
Cut Monsters Shade physical 6 s 15% of hit per s, stacks 5 Yes
Dazzled Monsters Flash traps, Sunlight crits 3 s Attacks miss 50% 25%
Hushed Both Coldlight skills; Songeaters, Hush Owls 1–3 s No skills, basic attack only Monsters: Poise
Staggered Monsters Shield bash, heavy hits 1–2 s Cannot act Poise
Snared Monsters Traps, silk 2–3 s Cannot move Poise
Tethered Both Silk and wick (Fenspinners, Silkcutters), Gilded harness, Stridewright and Linerunner skills 4 s Cannot move more than 8 tiles from the anchor Monsters: Poise
Guttered Players Lamplickers, Dimwings, Sootbears 5 s Lantern radius −50%, your lantern cannot Sear n/a
Doused Players Black fen-water (Snuffer Zealots, Blackwater Fen, Hob Sallow) 3 s Lantern out (intensity 0), −10 fuel where fuel burns n/a
Dazzled Players A lantern in Glare (6.3), the Proclamation of Noon Stacks to 5 Auto-target cone narrows by 5° per stack; at 5 stacks your lantern counts as intensity 0 against Lampghosts n/a
Coldburnt (proposed) Players Late Lampghosts: Aunlings, Titanshades, Gilt Magistrate verdicts 6 s Cold light takes your chest: healing received becomes damage. Cleansed by a Tender heal or 2 s at intensity 3 n/a
Unlit Players Each 10 s with your lantern out at Black or Lightless Stacks to 10 −3% damage dealt, +3% damage taken per stack; clears in light n/a

Poise. Crowd control on bosses and elites fills a Poise bar. Filling it (about 6 player-staggers’ worth in a dungeon) breaks the boss for 4 s: stunned, +30% damage taken. Poise refills over 20 s. Players have diminishing returns: the same control within 10 s lasts 50%, then 25%, then immune for 10 s.

3.7 Threat and aggro

Field monsters target the nearest player who has hit them, or the nearest within aggro range (6–12 tiles by type). In dungeons, raids and on elites and bosses:

Threat += Damage * ClassThreatMod
Threat += Healing * 0.5, split across monsters in combat with the healed ally
Taunt   = set taunter's threat to 110% of current top, force target for 3 s
Target  = argmax Threat * (1 + 0.5 * LightIntensityAtPlayer + 0.5 * MoteLoad)   (Lampghosts)
Target  = argmax Threat                                                         (others)
MoteLoad = carried motes / mote capacity, 0–1 (0 in a field, which carries none)

ClassThreatMod: Lampguard 3.0 in Bastion Stance, Ghostsworn 2.5 in Shroudmantle, Ironbrow 2.0 in Hornset, everyone else 1.0. A target switch needs the new top to exceed the current target by 10% (melee) or 30% (ranged).

Lampghosts want fire. They go for the brightest lantern and the fullest one: a Lampguard pulls them by shining, and in the strata and the Deep a player carrying a full load of motes is hunted. Ghostsworn taunts ignore both light terms; he tanks as an absence they hunger to fill.

Built in game/sim/behaviours.gd (and native/src/monster_ai.cpp, bit for bit): a field monster paces a few tiles either side of where it spawned until a player comes within its aggro range or hits it, then chases that player. A chase that takes it past its leash from home (measured across) drops the target and walks it home, ignoring players until it is back in its pacing range; a hit retargets it at once. Bosses have no aggro range yet and go for the nearest player anywhere. TODO: threat, lantern state and load scaling aggro range (6.3, 7.2), Hooded players ignored unless they attack.

Monster Aggro Leash Paces
Puddling 4.5 tiles 16 tiles ±4 tiles
Dimwing 10 tiles 20 tiles ±5 tiles
Afternooner 8 tiles 18 tiles ±5 tiles
Mossnip 5 tiles 14 tiles ±3 tiles
Dandlehop 7 tiles 16 tiles ±5 tiles
Shellmite 4.5 tiles 14 tiles ±4 tiles
Thornpig 7 tiles 18 tiles ±6 tiles

3.8 Downed, relit and death

Level XP lost on death Notes
1–9 0 Learning is free
10–29 2% of the current level’s requirement
30–59 4%
60–120 5% Never de-levels

4. Classes

4.1 Structure

Level Step Where What it gives
1 Base class chosen at creation Character creation Four classes (Warden, Kindler, Ranger, Shade), each with a basic attack, a resource and skills at 2, 5 and 8
10 Lodge induction The class’s Lodge on Lantern Town’s Rim Lodge tier skills (class-wide), the class’s faction introduction, Guild license (rank Spark)
30 Branch The class’s home hold (01-world.md §7.1) One of three branches, its first-name skills, the second mobility skill, binding to a titan (8.7)
60 Second name A trial in the dark (01-world.md §7.2) The branch’s 60 tier
100 Third name A trial that ends in front of a titan’s Listener The branch’s 100 tier

A player always has a full kit for their level: base skills from minute 1, class-wide skills from 10, branch skills from 30.

Branches. Twelve in the lore, named in 01-world.md §7.2. Eight ship at launch, chosen so the launch roster has two Sustain branches and one full Protector plus an off-tank stance.

Base Branch (30 / 60 / 100) Role Ships
Warden Lampguard / Beaconkeep / Lighthouse Protector Launch
Warden Ironbrow / Hornbreaker / Mountainborn Striker, off-tank stance Launch
Warden Emberheart / Pyrewarden / Lastlight Striker Later
Kindler Cinderwright / Kilnmaster / Sunsmith Striker Launch
Kindler Tender / Hearthsinger / Dawnkeeper Sustain Launch
Kindler Stridewright / Waywright / Worldturner Controller Season 1
Ranger Pathfinder / Wayfarer / Lodestar Striker Launch
Ranger Lurewright / Falselight / Marshlight Controller Launch
Ranger Linerunner / Skyhook / Stormkite Striker Later
Shade Gapwalker / Nightseam / Nobody Striker Launch
Shade Pocketsmith / Fence / Moth’s Hand Sustain Launch
Shade Ghostsworn / Facewright / Thousandface Protector Season 1

Roles (soft trinity). Protector, Sustain, Striker, Controller. Open-world content never needs a role. Normal dungeons can be cleared by any composition with more care and more potions. Hard dungeons and the raid expect one Protector and two Sustain; Ironbrow’s Hornset stance covers a second tank where a fight needs one.

Branch change. At any hold’s class trainer, within the same base class, for level x 500 brass and a 7-day cooldown (D11). Skill points are refunded. Gear is shared by the base class.

The base class is per character. It never changes; trying another class means an alt, and the game expects alts (Wayfarer’s Mark and Lodgemarks, 5.4). Because the pick is permanent, creation lets a player try every class first (10-operations.md §4).

Complexity. Every base class and branch carries a label at creation, on the trainer and in the guide. MapleStory players pick on mobility and looks and then quit a class that plays harder than it looked; the label says up front how much the kit asks.

Label Means Base classes
Simple One resource that fills on its own, few buttons that matter Warden
Standard One resource to manage, positioning matters Ranger
Involved A resource with a failure state, or one tied to light intensity Kindler (Overheat), Shade (Gloom in the dark)

Every base class has at least one branch labelled Simple or Standard, so no class fantasy is locked behind a hard kit.

4.2 Resources

Class Resource Rules
Warden Resolve 0–100 +4 per hit landed, +6 per hit taken; spent by strong skills; decays 5/s after 4 s out of combat
Kindler Heat 0–100 Spells add Heat. Above 70 is Blazing: +20% spell damage, and the lantern burns fuel 1.5x (Kindlers pour out more fire than anyone). At 100, Overheat: Hushed 2 s, Heat drops to 40. Heat falls 8/s when not casting.
Ranger Focus 0–100 Regenerates 15/s standing still, 6/s moving, 0 during Vault; skills cost 10–40
Shade Gloom 0–100 +8/s at light intensity 0, +4 per hit landed; −4/s at intensity 2+; finishers spend 30–100

As built (game/sim/resources.gd): the resource is one float on the player, player.resource, and each class’s rules above are a row of data (DEFS, by class through OF_CLASS). “Per hit” counts each target a strike or arrow lands on and each hit that gets through i-frames. Resolve’s “out of combat” and Heat’s “not casting” are calm seconds since the last hit landed or taken (Resolve, 4 s) or the last spell (Heat, 1 s); Focus counts as moving while the feet move sideways, are off the floor or climb, and gains nothing from a Vault until landing (vault in its row). Lanternbash costs 40 (§4.3). Blazing’s x1.2 damage and x1.5 fuel and Overheat’s Hush are built (blazing_damage, blazing_burn, kindler.gd): Heat holds at 40 until the Hush ends.

No MP. HP potions and lantern oil are the two consumables (one fewer type is simpler on a phone). The HUD shows the class resource bar and the lantern gauge.

4.3 Base skills (1–9)

Class Weapon Basic Level 2 Level 5 mobility Level 8
Warden Lantern-halberd and shield Sweep: 3-target arc, 100% Brace: block frontal damage 70% for 1 s, +20 Resolve on a block Lantern Hook Lanternbash: 150% Heartfire, Kindled
Kindler Kindling-rod and glyph book Spark: homing bolt 8 tiles, 100% Heartfire Kindle: a 5-tile light pool for 10 s Blink Flareburst: 140% Heartfire to 4 targets around her
Ranger Bow Quickshot: 100%, auto-angle Flare Arrow: lands as a 5-tile light for 15 s Vault Split Shot: 3 arrows at 70%
Shade Daggers Quick Cut: 2 hits of 55% Crack the Glass: toggle; basic attacks deal Coldlight, Gloom +2/s, lantern radius −2 Flicker Shadow Fang: 160% Coldlight, Cut

As built for the Warden (game/sim/skills.gd, data run by sim code per D7): every strike is 3.3’s formula at its Skill% with the carried sword (the selected one, else the highest-ATK one its level can wield; TODO equipment slots).

Skill Level Resolve Cooldown As built
Sweep 1 0 weapon speed 26 x 34 u box, nearest 3 first, 100%
Brace 2 0 6 s 1 s; a hit from the front is cut 70% and gives +20 Resolve on top of the +6
Lantern Hook 5 0 3 s §2.2
Lanternbash 8 40 1.5 s 28 x 34 u box, 1 target, 150%, 0.5 s swing, Kindled (4.9 “Statuses”). TODO: Heartfire once elements exist

4.4 Lodge tier (10–29, class-wide)

As built: each class’s kit is a table of [level, skill id] rows (Skills.KITS in game/sim/skills.gd) that drives the hotbar and what a level unlocks; skill ids are a save format, append-only, with a block reserved per class for its base and Lodge skills (rows marked not yet built stay locked and off the bar). Class skill code sits in one module per class (kindler.gd, ranger.gd, shade.gd; the Warden’s in skills.gd) behind the dispatcher kits.gd. All four Lodge-tier skills unlock at 10, once inducted. The induction (game/sim/lodge.gd) is a talk-to quest: from level 10 the guide sends the player to their class’s Lodge on the Rim, and pressing interact inside it marks quests.lodge done. TODO: the trainer NPC, the faction introduction and the Guild license.

Class (Lodge) Skills
Warden (Sergeant Pim Ashdown) Shield Bash 180%, Staggered 1 s, 3 targets. Call to Light: taunt 4 monsters within 8 tiles. Lampstake: plant one light post (radius 6, 20 s). Passive Light Behind Me: +10% armor while the lantern is open.
Kindler (Ottoline Vey, the Kindling Room) Heartfire Lance: piercing line, 8 targets, 200%. Warm Hands: heal an ally for 8%, chains to one more. Vent: spend all Heat for 3% damage per point to 6 targets. Passive Rationed Fire: Overheat refunds 10 fuel.
Ranger (Captain Corra Thistlewaite) Piercing Shot: 240%, pierces 4. Snapjaw: trap (max 2), Snared 2 s, 150%. Waymark: target takes +10% from the party for 10 s. Passive Dim Fletching: your shots do not raise Lampghost aggro range.
Shade (“Nobody in Particular”) Twin Fang: 4 x 80%, Cut. Fan of Knives: 6 targets, 170%. Nightveil: 3 s stealth; the first attack from it deals x2. Passive Absent: +10% evade at intensity 0.

Exact numbers for 4.2–4.4, all four classes to level 20, with the DPS budget: 4.9.

4.5 Branches

Two to three signature skills per tier; every tier also has 3–5 supporting skills (passives, buffs, a second attack). Percentages are Skill% at max rank.

Lampguard (Warden) — Protector

Lantern-halberd and tower shield. The party’s light: brightest lantern, draws Lampghosts, walls of light. Bastion Stance raises his intensity by 2 and Lampghosts choose targets by light, so he tanks by shining.

Tier Skill One line
30 Bastion Stance Toggle: +30% armor, −15% speed, intensity +2, threat x3
30 Lightwall Plant the shield as a 6-tile wall of light for 8 s: blocks projectiles, Lits everything behind it
30 Rally Cry Taunt up to 8 monsters within 10 tiles
60 Beaconkeep Hold the Line 12 s: allies within 10 tiles take 20% less; 25% of it moves to him
60 Beaconbrand Mark one target: Seared to the whole party for 10 s
100 Lighthouse Unguttered An ally within 12 tiles who would die survives at 1 HP with 2 s i-frames (once per ally per 90 s)
100 Lighthouse 10 s: immune to knockback and Unlit, radius +4, reflect 30% of melee damage

Ironbrow (Warden) — Striker, off-tank

Two-handed lantern-halberd, trained on Greyhorn. Momentum and charges.

Tier Skill One line
30 Reaping Arc 180° cleave, 220%, 6 targets
30 Horn Rush Charge 10 tiles carrying up to 6 normal monsters, 250% where they land
30 Hornset Toggle off-tank stance: +20% armor, threat x2, −20% damage
60 Hornbreaker Momentum Passive: each hit within 2 s of the last +2% damage, to +20%
60 Stampede Three Horn Rushes in a row, 300% each, launches normal monsters
100 Mountainborn Sunderhorn Rising column 10 tiles tall, 1,200%, fills a boss’s Poise 25%
100 Unmoved Passive: at full Momentum, immune to knockback; Seared targets take +25% from him

Cinderwright (Kindler) — Striker

Raw heartfire as burst and burning ground; rides Heat near Overheat. Her fires are light sources; burning ground Lits Lampghosts.

Tier Skill One line
30 Cinderfall Fire rains on 6 targets ahead, 190%, leaves burning ground (light) 3 s
30 Bright Mind Passive: Blazing threshold drops to 60
30 Stoke Vent all Heat: 3% per Heat point, 10 targets
60 Kilnmaster Pyre A field 12 tiles wide for 4 s, 10 targets, 120% per 0.5 s
60 Hungry Flame Passive: +2% crit rate per 10 Heat
100 Sunsmith Small Sun 12 s: a small sun above her; every Lampghost on screen is Lit and Seared; burns 2 fuel per s
100 Heart of the Furnace Overheat no longer Hushes; it explodes for 800% instead

Tender (Kindler) — Sustain

Heals by warming. Allies inside her light regenerate; she lends fuel and relights the fallen. The party’s lantern economy runs through her.

Tier Skill One line
30 Warm Hands (rank 2) Heal an ally within 8 tiles for 12% max HP, chains to 2 more at half; cleanses Coldburnt
30 Hearthpool 6-tile light pool, 8 s: allies inside regenerate 2% max HP per s
30 Lend Light Give 30 of her fuel to an ally
60 Hearthsinger Rekindle Relight a Downed ally from 8 tiles in 1 s at 50% HP; no fuel cost to her
60 Ward of Coals Shield an ally for 20% of their max HP, 10 s
100 Dawnkeeper Hearthsong 10 s: party within 12 tiles heals 4% per s and is immune to Unlit and Guttered
100 Everflame 60 s: party lanterns burn no fuel (5 min cooldown)

Pocketsmith (Shade) — Sustain

Takes the light right out of your hand. Lifts stolen light out of monsters (Lampghosts carry the cold light they put out; Cinderkin carry fire) and slips it to allies as healing. Her heals grow in the dark and shrink in bright light, so she wants the party just lit enough. No coin theft: stolen brass would be a faucet.

Tier Skill One line
30 Lift Tether a monster 4 s: 50% of the party’s damage to it heals the lowest ally
30 Slip Heal over time, 15% max HP over 6 s
30 Palm Steal one buff from a monster and give it to an ally; from a Lampghost it also gives the ally 10 fuel
60 Fence Fence Swap HP percentages with an ally (60 s cooldown)
60 Night Bloom A dark flower, 6 tiles: allies inside regenerate 2% per s, monsters inside take Coldlight
60 Borrowed Dark Passive: healing +20% at intensity 0–1, −20% at 3
100 Moth’s Hand Long Night 12 s: the party heals for 15% of damage dealt
100 Moth’s Hand Revive all Downed allies within 10 tiles at 30% HP (180 s cooldown)

Pathfinder (Ranger) — Striker

Longbow, range, marking targets. Sees farthest, shoots farthest.

Tier Skill One line
30 Volley Arc of arrows onto 8 targets, 200%
30 Steady Aim Passive: after standing still 1 s, +15% crit rate
30 Waylight 60 s: reveals hidden Lampghosts, gloamways and secret lightbridges to the party
60 Wayfarer Sunshaft Arrow Charge 1.5 s: a line of Sunlight across the screen, 900%
60 Long Watch Passive: +1% damage per tile beyond 6, to +20%
100 Lodestar Starfall 40 arrows over 3 s on 12 targets
100 Last Light Passive: crits on Seared targets deal +50% crit damage

Lurewright (Ranger) — Controller

Lantern-baited traps and decoy lights. Makes the dark come to the trap.

Tier Skill One line
30 Lantern Lure Throw a decoy lantern: pulls up to 10 monsters for 3 s, Lampghosts for 5 s
30 Tripwire Connect two traps; anything crossing is Staggered 1 s
30 Smoke Step Hop back 5 tiles, leave smoke that Dazzles
60 Falselight Flashfield 5 flash traps in a row; each Dazzles and Sears
60 Huntsmark The party deals +15% to the target
100 Marshlight Dusk Net A 20-tile net: holds every normal monster 4 s, fills a boss’s Poise 40%
100 Masterwork Passive: trap cap 6, traps re-arm once

Gapwalker (Shade) — Striker

Steps through gaps in the light; daggers from nowhere. Strongest in the dark.

Tier Skill One line
30 Backstab From behind, 280%, always crits
30 Gapstep Teleport to the edge of any light radius within 10 tiles
60 Nightseam Eclipse Step Teleport behind up to 5 monsters in turn, 300% each
60 Umbral Edge Passive: +15% crit rate at intensity 0
100 Nobody Snuff 8 s: put out all light within 10 tiles, party lanterns too; her damage x1.6, Gloom does not drain
100 Thousand Cuts Finisher, spends 100 Gloom: 12 hits of 150%

Stridewright (Kindler) — Controller, season 1

Heartfire as motion: haste, slow, push, blink. She spends fire the way titans do: her strongest skills cost lantern fuel, not Heat.

Tier Skill One line
30 Quicken Party within 8 tiles +20% move and attack speed for 8 s
30 Drag 6-tile field: monsters −40% move speed for 4 s
30 Shove A 10-tile line push; Staggers normal monsters
60 Waywright Waystep Swap places with an ally or monster within 10 tiles
60 Standstill Monsters in 10 tiles are Tethered where they stand for 4 s; boss Poise +30%. Costs 15 fuel
100 Worldturner Turn Back Normal monsters in 12 tiles are pushed back along their path for 3 s. Costs 20 fuel
100 Stride Passive: skills that cost fuel gain +30% effect

Ghostsworn (Shade) — Protector, season 1

Evasion tank who wears the shapes of Lampghosts he has put out. He tanks as an absence; his taunts ignore the light and mote terms in Lampghost targeting.

Tier Skill One line
30 Shroudmantle Toggle: 20% evade, −15% damage taken, threat x2.5, Gloom −3 per s
30 Siphon 160%, heals for 30% of damage dealt
30 Void Lure Taunt 6 monsters; Lampghosts lured this way take +10% damage
60 Facewright Wear the Shape 8 s: Lampghosts attack only him; Coldlight damage to him −40%
60 Devour Light Strip one buff from an elite or boss; the party gains 20 fuel
100 Thousandface The Absence 6 s: untargetable; pulls monsters within 8 tiles toward him
100 Unlit Heart Passive: lethal damage instead leaves him at 1 HP for 3 s, healing from damage dealt (120 s cooldown)

Later branches (design before their season)

Branch Role Kit in one line
Emberheart (Warden) Striker Skills spend his own fuel for damage; below 25% fuel he deals +30%; Lastlight burns the lantern out for a finisher and relights it at 20
Linerunner (Ranger) Striker Grapples and tether-arrows that place ropes; attacks at full damage while climbing; Tethers monsters to ropes

4.6 Skill points

Levels SP per level SP in tier Skills in tier Ranks SP to max all
1–9 (base) 1 9 4 3, 1, 3, 3 (mobility 1) 10
10–29 (Lodge) 3 60 7 10 each 70
30–59 (branch) 3 90 8 10–15 105
60–99 (second name) 3 120 8 15–20 140
100–120 (third name) 3 63 6 10–15 75

Each tier can max about 85% of its tree, so there is a real choice, and nothing is a trap because respec is free in any hold out of combat. SP cannot be spent backward into an earlier tier after advancing. Rank 1 of every active skill comes with the advancement, so a player who never opens the tree still has all signature skills.

4.7 Hotbars

Desktop: two bars of 10. Gamepad: 12 skill slots (4 x 3 layers) plus 4 quick items. Mobile: 6 skill buttons (mobility among them), a situational page and 2 contextual buttons (2.4). Bars save per character per input method.

4.8 Cooldown rules

MapleStory’s late game lines every class up on a 2-minute burst: party buffs and big cooldowns are all stacked into one window, and a boss fight becomes a rotation of lining that window up. Classes start to play alike, and a missed window feels like a wasted fight. Here damage is steady:

4.9 Kits 1–20 (Phase 1 build spec)

The four base kits to level 20, at the grain of the Warden’s As-built table (4.3): what skills.gd needs as data and what the sim code must do. Every number not already in 4.2–4.4 or the As-built lines is (proposed) (D35); the Warden’s base kit is as built and is the baseline. Wave 2 of the class build (06-roadmap.md Phase 1) implements these, then the balance pass tunes them in data only.

Conventions. Boxes are w x h in u, in front of the body’s center as Skills.box lays them out. Times are ticks at 60 Hz: Use is how long the skill holds the character before the next action, and a multi-hit strike lists the tick each hit lands on (each hit is its own swing id, so hit_by_swing lets it land again). Skill% runs through 3.3 with the class’s own primary and secondary (3.2). Cooldowns are in seconds and start on use. “Hushed” blocks every skill but the basic, mobility included (3.6).

Prediction. Movement skills (Lantern Hook, Vault, Blink, Flicker) run inside Zone.step_movement and cost no resource, so the client predicts and replays them and the server agrees (the Lantern Hook pattern, tests/test_net.gd). Everything else is server-only: the client predicts its own swing or cast animation and nothing more (3.1); damage, pools, traps, statuses and resource changes come back in snapshots, the resource in the own-character block when it changes. Two movement skills read server state: Blink is refused while Hushed and Flicker’s length depends on light. The client checks both against its latest snapshot (the Hushed timer, the light sources it was sent); in the rare tick where they disagree, reconciliation snaps the body back.

Auto-target (2.3). Strikes turn first as Sweep does (Skills.turn: the nearest monster in the skill’s own box ahead, else behind). Shots and bolts aim with aim.gd (45° cone, 20 tiles, ±25°). Placed things (light pools, traps, marks) land on the aim target, or at its feet, within the skill’s range, else at a fixed spot ahead on the foothold below. Bursts centered on the character need no target.

Ranks. The Warden has no skill points or ranks in the sim, so neither does this spec: skill points (4.6) wait for the skill tree. Base skills (2–8) ship at the numbers below, which are their top rank. Until the tree exists, Lodge skills auto-rank by level: Skill% and heals are the listed value x (0.7 + 0.03 x (level − 10)), so 70% at 10 and 100% at 20. Costs, cooldowns, durations and target counts do not scale (proposed, D37). All four Lodge actives come with the induction, as 4.6 says rank 1 does.

Weapons

Every class’s basic attack swings or fires at its weapon’s use time; the weapon’s ATK and its gear budget (3.2: floor(1.5 iL) primary, floor(0.5 iL) secondary) are the same for every class, so an at-level Base (B, the hit at 100%) is the same number for all four. New items are appended (ids are append-only).

Class Primary / secondary Starter (iL 1, ATK 5) Mossway line, iL 3 / 6 / 9 Use
Warden Might / Aim Pilgrim’s Shortsword Thornwood, Brass, Hornsteel Sword 21 (0.35 s), as built
Ranger Aim / Might Pilgrim’s Shortbow (proposed) Thornwood, Brass, Hornsteel Bow: the existing ids, given iL 3 / 6 / 9 and moved from flat damage onto 3.3 23 (0.38 s) (proposed)
Kindler Focus / Guile Pilgrim’s Rod, as built Thornwood, Brass, Hornsteel Rod, as built (ids 43–46, sold by the Hornsmith) 24 (0.40 s), as built
Shade Guile / Focus Pilgrim’s Daggers (proposed) Thornwood, Brass, Hornsteel Daggers (proposed) 24 (0.40 s) (proposed)

The Hornsmith sells every line at 11.2’s price (3.4 x iL² brass) and buys any back at a brass per item level. A weapon drop rolls the looter’s own class line (personal loot, 13.3). Arrows stop being consumed: a bow needs none, and the arrow ids stay as placeholders (proposed, D38).

Warden (Resolve)

Base kit as built (4.3). The Lodge tier is built at these numbers (skills.gd), still proposed until the balance pass. Call to Light and Lampstake hold the Warden in a swing that hits nothing for their use time (TODO: cast animations). Taunted holds the monster’s foe (3.7) on the Warden, so another player’s hit does not take it, though the leash still does; Staggered zeroes its velocity each tick, a monster in the air still falling. Neither lands on a boss (TODO Poise). Lampstake is a light pool (as Kindled Edge’s, 7.9) tagged with the Warden, so a new one replaces the old; Wide Glass lengthens it. Light Behind Me is data and Skills.armor_bonus until armor exists.

Skill Lv Shape Targets Skill% Use Cooldown Resolve Status Client
Sweep 1 26 x 34 u 3 100% weapon — +4 per hit — as built
Brace 2 frontal block 1 s — — 0 6 s +20 per block — as built
Lantern Hook 5 2.2 — — 18-tick pull 3 s 0 — predicted, as built
Lanternbash 8 28 x 34 u 1 150% Heartfire 30 1.5 s −40 Kindled as built
Shield Bash 10 30 x 34 u 3 180% 30 6 s −20 Staggered 1 s server
Call to Light 10 the 4 nearest monsters within 8 tiles 4 — 18 12 s 0 Taunted 3 s: they chase him (TODO threat, 3.7) server
Lampstake 10 a light post at his feet: radius 6 tiles, intensity 1, 20 s; one at a time — — 24 30 s 0 — server
Light Behind Me 10 passive: +10% armor while the lantern is Open — — — — — — TODO armor (3.4)

Ranger (Focus)

Focus 0–100, full on spawn and respawn. +15/s with no move input while on a foothold, +6/s otherwise (walking, in the air, climbing), 0 from a Vault until landing. It never decays. Standing still is the Ranger’s damage; moving is its safety.

Skill Lv Shape Targets Skill% Use Cooldown Focus Status Client
Quickshot 1 an arrow as bows fire today: 380 u/s, gravity 300 u/s², 3 s life, auto-angled 1 (stops on the first) 100% 23 — 0 — animation
Flare Arrow 2 the same arrow; where it first hits a monster or foothold it leaves a light pool, radius 5 tiles, intensity 1, 15 s; one per Ranger, a new one replaces it 1 50% Heartfire 24 10 s −20 — server
Vault 5 jump pressed in the air once coyote time is over (or its key): vertical speed −196 u/s (70% of 280), horizontal set to the held direction x 90 u/s, so it can reverse; once per airtime, reset on landing or on a rope or ladder. Up to 21 u above the first jump’s apex — — 0 — 0 — predicted
Split Shot 8 3 arrows; each aims at a different target in the cone, nearest first; spare arrows go to the nearest; with no target they fan at 0° and ±8° 3 arrows 70% each 27 — −30 — server
Piercing Shot 10 a flat arrow, 600 u/s, no gravity, 20 tiles, auto-angled; passes through monsters 4 240% 30 5 s −30 — server
Snapjaw 10 thrown to the aim target’s feet within 6 tiles, else 2 tiles ahead; arms after 30 ticks; 16 x 8 u trigger; lasts 30 s; at most 2 (a third replaces the oldest) 1 (first to touch it) 150% 24 8 s −20 Snared 2 s server
Waymark 10 the aim target 1 — 18 10 s −15 Waymarked 10 s server
Dim Fletching 10 passive: a Lampghost hit by your shot from beyond its aggro range (3.7) is not turned toward you — — — — — — server (behaviours.gd)

Range is the Ranger’s edge and the Shroud is its cost: a Lampghost beyond the Ranger’s own 6-tile lantern stands at intensity 0 on a Dusk map and takes half damage (6.6). Flare Arrow is how a Ranger fights at range.

As built (game/sim/ranger.gd, rows 18–25 in skills.gd): the numbers above, as data. The attack input fires Quickshot (combat.gd); every shot is an arrow in the zone’s projectiles with its skill, Skill% base and target cap, flown by Ranger.fly, and holds the Ranger for its use time on the swing timer with no reach. Damage runs through 3.3 off the bow Ranger.weapon picks: the selected one her level draws, else the best carried, else the Pilgrim’s Shortbow’s numbers (item 43). The Hornsmith sells the three bows beside the swords, and a Ranger’s arrows need no ammo. Snapjaws are zone.traps, and Snared and Waymarked are fields on the monster stepped in combat.gd (Snared stops its walking); Waymark’s +10% applies in Combat.hurt_enemy before the Shroud. Dim Fletching puts back the Lampghost’s previous foe after a hit from past its aggro range. Protocol v10 carries the others’ classes (only when they change), a Ranger’s Vault (in her own block only), monster statuses (only for monsters that have one), the arrow’s skill and the traps, so a class’s fields cost nothing in anyone else’s snapshot. The Lodge yard’s creation hands each class its starter weapon; the Shortbow fallback stays as a safety net. TODO: Flare Arrow’s Heartfire (3.5); weapon drops by the looter’s class line; ammo for a Warden’s bow stays as it was.

Kindler (Heat)

Heat 0–100, 0 on spawn. Skills add Heat (below). Blazing while Heat is above 70: +20% to every Kindler skill’s damage, Spark included, and the lantern burns 1.5x where fuel burns (6.5). Overheat on reaching 100: Hushed 2 s (120 ticks), Heat set to 40 and held there until the Hush ends. Heat falls 8/s once 60 ticks pass without starting a skill. The skill is riding the 70–99 band without tipping over; Vent is the release valve.

Skill Lv Shape Targets Skill% Use Cooldown Heat Status Client
Spark 1 a bolt from her center, 240 u/s, 8 tiles of travel; locks the aim target if within 8 tiles and turns toward it at up to 720°/s; passes footholds; with no target flies straight 1 100% Heartfire 24 — +3 — animation
Kindle 2 a light pool on the aim target’s feet within 8 tiles, else at hers: radius 5 tiles, intensity 1, 10 s; one per Kindler — — 18 12 s +10 — server
Blink 5 6 tiles (48 u) in the held one of 8 directions (none: facing); walks the line in 2 u steps and lands at the farthest point before it would cross a ground foothold where the body fits (platforms are passed); fails at no cost when nothing fits; vertical speed 0 after; i-frames 9 ticks — — 0 1.5 s 0 — predicted
Flareburst 8 a circle of radius 3 tiles (24 u) on her center 4 140% Heartfire 30 4 s +15 Kindled server
Heartfire Lance 10 a 96 x 12 u line ahead (12 tiles), instant, turns like a strike 6 (4.4 says 8; 3.1 caps the Lodge tier at 6) 200% Heartfire 36 3 s +20 — server
Warm Hands 10 the party member within 8 tiles lowest in life (herself if no one is lower), then one more within 6 tiles of the first 2 heals 8% of max life, 4% to the second 24 6 s +10 — server
Vent 10 a circle of radius 4 tiles on her center; needs 10 Heat 6 3% per Heat point, then Heat 0 30 8 s all — server
Rationed Fire 10 passive: Overheat refunds 10 fuel where fuel burns — — — — — — server

As built (game/sim/kindler.gd, numbers in Skills.DEFS): every row above at its listed numbers, Lodge skills auto-ranked. A cast holds her as a swing that strikes nothing (swing_targets 0), so clicks with a rod and the skill keys share one use time and the view draws a cast. Spark is a projectile (projectile.gd skill), hits through Combat.hurt_enemy, and is her click with a rod. A new Kindler’s Pilgrim’s Shortsword is a Pilgrim’s Rod (Kits.assign). Hushed blocks all but the basic in Skills.can_use, so Blink, predicted, is refused from the Hush the client has from its own-character block. Statuses, the Hush and Spark’s homing are server-only. Protocol v11 adds hushed and swing_skill after a Kindler’s kit cooldowns, the class and the skill swinging to a non-Warden’s player row, and the skill to a Spark’s projectile row; a Warden’s snapshot is unchanged, to stay under the bandwidth test’s limit. TODO: Kindle pools reach clients as plain lights, so only a local sim draws their glyph ring.

Shade (Gloom)

Gloom 0–100, 0 on spawn. +8/s while the light at her center is intensity 0, +4 per hit landed (each target, each hit), −4/s at intensity 2 or more, and +2/s while Crack the Glass is on, added to the rest. It does not decay out of combat. In a field her own lantern lights her, so intensity 0 means hooding: a Hooded Shade can still use Shade skills (6.3), moves at 80% and hoods for up to 20 s. Coldlight ignores the Shroud (3.5), so in the dark she still hits Lampghosts for full damage.

Skill Lv Shape Targets Skill% Use Cooldown Gloom Status Client
Quick Cut 1 22 x 30 u; hits on ticks 4 and 12 2 55% x 2 24 — +4 per hit — animation
Crack the Glass 2 toggle: Quick Cut deals Coldlight; her lantern radius −2 tiles — — 6 1 s between toggles +2/s while on — server
Flicker 5 dash 5 tiles (40 u) along her facing in 8 ticks, 8 tiles (64 u) if the light at her center is 0 when it starts; passes through monsters and takes no touch damage; no gravity during; i-frames 12 ticks; once per airtime — — 8 2 s 0 — predicted
Shadow Fang 8 30 x 30 u 1 160% Coldlight 30 — −70 Cut server
Twin Fang 10 28 x 30 u; hits on ticks 4, 10, 16 and 22 1 80% x 4 36 5 s −60 Cut, one stack from the first hit server
Fan of Knives 10 40 x 30 u ahead 6 170% 30 4 s −30 — server
Nightveil 10 stealth 3 s; the first skill used from it deals x2 on its hits (not on its Cut) self — 6 15 s 0 Stealth server
Absent 10 passive: +10% evade at intensity 0 (a touch that misses deals nothing) — — — — — — TODO evade

As built (game/sim/shade.gd, rows in Skills.DEFS): the table above, with these choices. A strike with hit ticks opens a fresh swing id on each, so Combat’s swing hits land each one. The Shade’s click is Quick Cut. Crack the Glass toggles on the press, not while held. Crack the Glass and Nightveil hold her for their use time as a swing that hits nothing. Lodge-tier Skill% is scaled by rank (70% at 10, +3% a level). Cut is a list of [owner, damage, ticks left, coldlight] stacks on the monster. It ticks through Zone.bleed, which neither knocks back nor counts as a hit landed (no Gloom). Nightveil takes her out of the monsters’ target list (brains.gd, so native and GDScript agree). Her first strike from it hits x2 (not its Cut) and ends it. She shows at 60% to herself and 30% to others (TODO: her party at 60%). Gloom fills dark violet with an ember edge. Coldlight is a hit flag that skips the Shroud (Light.lampghost_damage). TODOs: * No hooding exists yet, so intensity 0 comes only from dark places. * Absent unlocks but does nothing until evade (3.4) exists. * No Pilgrim’s Daggers item exists yet: she strikes with the carried melee weapon, as the Warden does, and is drawn with daggers.

Statuses

Only a skill that names a status applies it: a heartfire hit is not Kindled, nor a physical hit Cut, unless its row says so (proposed, D36; 3.5 and 3.6 read as if every such hit applies, which would add up to 80–90% to every basic). Damage over time uses the applying hit’s rolled damage and element, rolls nothing new, and ticks once a second from when it was applied. Bosses take control statuses as Poise (3.6; TODO Poise).

Status On Applied by (Phase 1) Duration Exact effect Stacking Source
Kindled Monsters Lanternbash, Flareburst 4 s 20% of the applying hit each second, Heartfire 3 per monster per player; a 4th replaces the one with least time left 3.6
Cut Monsters Shadow Fang, Twin Fang 6 s 15% of the applying hit each second, in its element 5 per monster per player, as Kindled 3.6
Snared Monsters Snapjaw 2 s Horizontal speed 0 and no jumping; it can still turn and touch Refreshes 3.6
Staggered Monsters Shield Bash 1 s No moving, turning or attacking; its touch still hurts (proposed) Refreshes 3.6
Taunted Monsters Call to Light 3 s Targets the taunter (the field chase in 3.7) Newest wins proposed
Waymarked Monsters Waymark 10 s +10% damage taken from the Ranger and her party One per monster, newest wins 4.4
Hushed The Kindler Her own Overheat 2 s No skills but the basic, mobility included Refreshes 3.6, 4.2
Stealth The Shade Nightveil 3 s, ends on her first attack Monsters drop her as a target and ignore her unless she attacks; other players see a 30% shimmer, her party 60% (proposed) — 4.4

As built (game/sim/statuses.gd): Kindled and Hushed; Kindled stacks on enemy.statuses, ticks in Combat.step through hurt_enemy with no knockback and no resource gain, and stops if the player who applied it leaves the zone. A status comes from the status field of a skill’s DEFS row (Lanternbash, Flareburst). Lanternbash applying Kindled breaks the earlier Warden parity on purpose: a Warden’s Lanternbash now deals 20% of its hit a second for 4 s more (the “with Kindled” column below). The native path is untouched, since statuses are script-only and spike S1b’s world has no players. TODO: the other statuses with their kits.

Elements other than these statuses’ own stay a TODO, as for Lanternbash: no element multipliers (3.5) until elements exist. Seared, Shrouded and Lit are the light’s (6.6) and already built.

Kit tables and default bars

The per-class kit table classes-core builds (level → skill) is the Lv column of each table above: 1, 2, 5 and 8 on reaching the level, the Lodge tier when the induction quest completes at 10 or later. The level-20 cap stays data. Default bars (keyboard; 2.4): the basic on Ctrl or J, then keys 1–6 in this order. The mobile core page is the same six, mobility nearest the thumb.

Class 1 2 3 4 5 6
Warden Brace Lantern Hook Lanternbash Shield Bash Call to Light Lampstake
Ranger Flare Arrow Vault Split Shot Piercing Shot Snapjaw Waymark
Kindler Kindle Blink Flareburst Heartfire Lance Warm Hands Vent
Shade Crack the Glass Flicker Shadow Fang Twin Fang Fan of Knives Nightveil

DPS budget

Sustained damage per second in B (the at-level hit at 100%, 3.3: about 29 at level 5, 88 at 10 and 327 at 20), from a 60 Hz run of 120 s against still dummies at intensity 1 (Lit), no crits (5% for +50% is the same 1.025 for everyone) and mean variance, damage over time included. Each class runs a fixed priority: Warden Shield Bash, then Lanternbash with 40 Resolve (single target only), then Sweep. Ranger keeps Waymark up, then Piercing Shot, Snapjaw and Split Shot whenever Focus allows, then Quickshot. Kindler casts Vent at 85+ Heat, then Lance, then Flareburst, then Spark. Shade opens with Nightveil, then Fan of Knives (3 targets), Twin Fang, Shadow Fang at 70 Gloom (from 10, only when Gloom is full), then Quick Cut with Crack the Glass on. Utility (Brace, Kindle, Flare Arrow, Warm Hands, Call to Light, Lampstake) is left out.

Level Warden (as built) Warden (with Kindled) Ranger Kindler Shade Spread
5, single 2.86 2.86 2.62 (moving 2.62) 2.71 2.75 (dark 2.75) 9%
10, single 2.85 3.08 3.09 (moving 2.83) 3.02 3.23 (dark 3.34) 7%; 13% against as built
20, single 2.93 3.16 3.28 (moving 2.95) 3.31 3.41 (dark 3.57) 8%; 16% against as built
5, three targets 8.57 8.57 2.62 2.71 5.50
10, three targets 8.50 8.50 3.70 5.58 5.78
20, three targets 8.77 8.77 4.16 6.45 6.39

The Lodge yard demos

The yard (10-operations.md §4) runs each class at level 8 with its level-5 mobility. The dummies never die (life refills at 0), show damage numbers and count as level 8. One is a Lampghost dummy that is Shrouded outside light, one swings at the front every 2 s, and the yard has a lit end (a static light) and a dark corner (no light). What each class shows in 30 s:

Class 30-second demo
Warden Sweep a row of 3 dummies at once; Brace the swinging dummy and see Resolve jump 26; Lantern Hook to the upper platform; Lanternbash once Resolve passes 40
Ranger Quickshot a dummy 16 tiles off across a gap and see half numbers (Shrouded); Flare Arrow it and see them double; Vault across the gap and reverse mid-air; Split Shot 3 dummies; stand still and watch Focus refill faster
Kindler Spark homes onto a dummy on a higher platform; Kindle under it, step in, and see Seared numbers; Blink up through a platform and across; Flareburst a ring of 4; keep casting into Blazing (the bar’s band glows), then Overheat (Hushed 2 s, Heat to 40)
Shade Quick Cut the Lampghost dummy in the dark corner: half numbers; Crack the Glass and see them whole; hood and watch Gloom climb 8 a second; Flicker 8 tiles from the dark, 5 from the light; Shadow Fang at 70 Gloom and watch Cut tick

As built (game/sim/yard.gd, map 20): the dummies are creature kinds 8 (Training Dummy) and 9 (Archery Butt), dummy and shrouded both: every one takes half outside light, so the lit row by the west lamps and the dark corner under the drill shed teach the same lesson for any class. They have no touch damage, no drops and no xp. Switching class keeps the spot and resets everything else to a fresh level-8 character. A class whose skills are not built yet is still playable and choosable; its panel shows those skills as coming soon. A new character starts with its class’s starter weapon (Classes.STARTER; D38). Still to build: the dummy that swings at the front (for Brace).


5. Progression

5.1 XP curve

From target time per level, the grind rate and a 1.15 multiplier for a typical quest/dungeon mix:

xp_to_next(L) = round( 1.15 * t(L) * K(L) * mob_xp(L) )
t(L)      = target minutes per level, piecewise-linear through
            (1, 1.5) (10, 6) (20, 14) (30, 27) (45, 52) (60, 75) (80, 105) (100, 132) (119, 160)
K(L)      = at-level kills per minute = 14 + 10 * min(L, 60) / 60
mob_xp(L) = round(6 + 1.6 * L^1.45)      normal monster at level L

The table is generated into a data file and is a save-format constant once shipped (appended to on cap raises only). Built: XP_TO_NEXT in game/sim/progression.gd, levels 1–60, with exact .5 ties rounded up (level 1 is 196). Phase 1 opens levels to 20 (OPEN_CAP); XP stops there. A level adds its Grit’s life (3.2: +10 a level over the starting 100) and refills it. Monster levels are in game/sim/creatures.gd, from the atlas bands (Puddling 1, Mossnip 3, Dandlehop 4, Shellmite 5, Thornpig 6, Dimwing 7, Afternooner 9, Cinder Eye 20; 3.3). Kill XP is shared by the party on the map (5.5).

Level XP to next Mob XP Kills/min Minutes for this level Cumulative hours to reach next
1 200 8 14 2 0.0
5 1,370 23 15 4 0.2
9 4,410 45 16 6 0.5
10 5,510 51 16 6 0.6
15 16,510 87 16 10 1.3
20 36,000 129 17 14 2.4
30 134,500 228 19 27 5.9
40 356,000 343 21 44 11.9
50 721,800 471 22 60 20.7
60 1,266,800 612 24 75 32.0
70 1,897,800 764 24 90 45.9
80 2,683,500 926 24 105 62.3
90 3,587,800 1,097 24 118 81.0
100 4,652,400 1,277 24 132 102.0
110 5,933,200 1,465 24 147 125.4
119 7,251,100 1,642 24 160 148.5

Milestones: Lodge induction at about 45–60 min (10-operations.md §4), branch at 6 h, second name at 32 h, third name at 102 h, cap at about 150 h. The launch cap of 60 is about 32 h; each Act update raises it (9.1). Elites give 8x mob XP, dungeon bosses 60x; quests are tuned in “minutes of grinding at this level” (12.1).

Level difference on monster XP: full within ±5 levels; −10% per level beyond 5 above the player; −10% per level beyond 5 below, floor 10%.

5.2 Where XP comes from

Band Quests Grinding Dungeons and bosses Events
1–30 55% 30% 5% 10%
30–100 35% 40% 15% 10%
100–120 25% 40% 25% 10%

Hub rule. Levels 1–60: no more than about 45 minutes of pure grind between quest hubs. Above 60 a level takes 75–160 minutes, so that rule would need dozens of hubs per region; instead every region from the Combs on has at least three repeatable sources besides its story (dock quests, Guild contracts, its strata and the Deep), and its story covers about half its band. The Mossway is about 40 minutes of play on purpose: it is the prologue’s region.

5.3 Rested XP (Hearthrest)

5.4 Catch-up

Mechanism Rule
Wayfarer’s Mark (alts) Once any character on the account reaches level L, others get +50% mob and quest XP up to L − 10
Lodgemarks (alts, D26) Each base class taken to 30, and each branch to 60, grants an account-wide unlock with no combat stats: a title and a cosmetic, plus one class convenience for every character (Warden: a storage tab; Kindler: hold-to-hold travel at half brass; Ranger: rope and lightbridge spots found by any character show on every character’s map; Shade: the same for gloamways). MapleStory’s Legion and Link Skills make alts worth playing; Lodgemarks keep that pull without adding power (5.6)
Lantern Link (level sync) In a party, a higher-level player syncs down to a lower member’s region band: stats scale to the band’s top level, rewards to their own level
Story skip A character created after any character on the account reached 60 may skip a region’s story with a summary (no quest rewards for skipped quests)
Catch-up week One week per season: +50% XP for characters below the season’s median level

No paid level boosts, ever.

5.5 Party XP and kill credit

MapleStory-style: a party splits a kill’s XP evenly with a bonus for its size.

party_xp  = mob_xp * (1 + 0.10 * (min(size, 6) - 1))     +10% per extra member, up to 6
share     = party_xp / size * level_modifier(member, monster)

Every member gets the kill (the kill counter, and quest credit once quests count kills). Solo, the share is exactly the old kill XP. Every member also rolls the loot for themselves (13.3); motes stay with the killer (7.2).

As built: worldd holds parties (worldd/party.go, Postgres): up to 6 members, a leader, invites by character name or from a player’s menu (right-click or tap) that run out after 60 s, leave, kick and promote (the leader), the lead passing to the longest-standing member online when the leader leaves, and a party that empties disbands. A member who disconnects keeps their place for 5 minutes, then drops. The party finder lists parties by a preset purpose (14.1’s categories, no free text), the leader’s map, a level range and open slots; anyone in no party asks to join and the leader accepts or declines. The game server polls worldd every second, reporting who is online, and gets the state back only when it changed (TODO: LISTEN/NOTIFY to each host once there is more than one, 04-architecture.md event bus). The party for a kill (game/sim/progression.gd) is the killer, every living member of the killer’s party anywhere on the same map, and every living player who tagged the monster (13.1: 10% of its life, last hit within 10 s); a member on another map shares nothing. A solo kill is the old award. P opens the party window (lantern glass): members with level, class, map and life, invite by name, leave, kick, promote and join requests; a Finder tab with the listings and one’s own listing. Party frames top left show the other members (level, name, life), greyed with the map’s name when they are elsewhere or “Offline”. Each client is sent its view of the party only when it changes (game/net/party.gd). Offline, in dev and in scenarios (no worldd), the old stub stands in: everyone in the zone within 40 tiles of the killer shares, and the frames show them.

5.6 Scaling rules

How power grows, so every band plays like the first one. MapleStory is the lesson both ways: its maps for each band of levels, and the feeling of returning to an old map and clearing it in one swing, are worth copying; its power spread, where gear and paid enhancement put two characters of the same level orders of magnitude apart, is not. It makes content impossible to tune and turns progress into spending.

Time to kill stays fixed at level. A normal monster takes 1.0–1.5 s of an at-level character’s single-target damage at every level (3.3: monster HP is 3x the at-level basic hit). Progress shows as moving to the next band’s maps, not as killing the same monsters faster at the same level.

Outlevelling is felt. A character 10 levels above a normal monster kills it with one basic hit in Glass-grade gear (level 20 hits for about 330; a level 10 monster has 270 HP). Content tests check this for every band.

One level-difference table. Δ = monster level − player level.

Δ Damage dealt (3.3) XP (5.1) Drops (13.3) Aggro (3.7)
+3 or more −8% a level beyond +2, floor 20% Full to +5, then −10% a level Full to +5, then −10% a level Normal
−5 to +2 Full Full Full Normal
−6 to −9 Full −10% a level beyond 5 −10% a level beyond 5 Normal
−10 or less Full −10% a level beyond 5, floor 10% No equipment; brass and materials at 10% Normal monsters do not aggro on sight; they still fight back

Group scaling. Open-world normal monsters and elites never scale with the number of players; maps are dense instead (17.2). Scaled content: world bosses (15.1: +4% HP per attacker beyond 10), Normal dungeons (HP and add counts x (0.4 + 0.1 x party size), so 1.0 at 6 and 0.5 solo), the raid (15.4).

Power ceiling. At any level, the best possible character of that level deals no more than 2x the damage of an at-level character in Glass-grade gear, and takes no less than half its damage. The budget above Glass-grade:

Source Share above Glass-grade (damage) Bound
Grade (Ember-set, Titan-cut affixes) about +30% Affix tiers by iL (10.3)
Hornbinding +10 about +20% +40% of item base stats (10.4)
Set bonuses about +8% Never mandatory (10.6)
Reglyphed affixes about +7% Rerolls, not new affixes (10.5)
Food and potions about +5% 30 min, one at a time
Lantern Rank 0% direct damage Light, fuel and mote utility (6.2); light keeps targets out of Shroud, which the at-level baseline already assumes
Trip boons 0% permanent One trip; at most +15% to one source (7.9)
Total about 1.8x, ceiling 2x Checked by the content tests

Nothing sold for money appears in this table (19.3). Tuning targets assume Glass-grade (open world, Normal dungeons) or Ember-set at +5 (Hard, Deep-touched, the raid).

Cap raises. Each Act update raises the cap (D1). A new band’s Glass-grade item beats the previous cap’s best Ember-set at +5 within 10 levels, so old gear carries the first band of new content and no more; Hornbinding transfers (10.4). The 2x ceiling means no stat squish is ever needed.

Accounts and alts. Alts speed up leveling (Wayfarer’s Mark, 5.4) and add no power to the main. A MapleStory-style roster bonus (power from levelling alts) was rejected for Lodgemarks (5.4, D26), which give unlocks and no power.

Something to show for every session. MapleStory always has a small number to raise (symbols, Legion, a star). A 2x ceiling removes most of that, so the increments must come from breadth instead: at every level band, a player’s median time between visible increments is 30 minutes or less. Increments are a level, a skill rank, a Hornbinding step, a Lantern Rank, a new gear piece, a boss-ladder clear (15.6), an Archive entry or a Lodgemark. Telemetry tracks it (22.2).


6. Light

Light is who you are: how you fight the Lampghosts (Shroud, Lit, Seared), how you find what is hidden (lightbridges, gloamways), the light pools a party stands in and the dusk the whole world is drawn in. Below the surface it is also the reason a run turns back (fuel) and what it carries home (motes, section 7). It must matter in every region and never be a chore on a phone.

The slim lantern (2026-10-04). In the fields the lantern never burns and carries nothing: caught motes bank at once, as MapleStory’s meso would. Fuel, carrying, load, leaks and spills live only in the strata and the Deep (08-scale.md §3–4), the roguelite mode. Everything else in this section holds everywhere.

6.1 Gameplay light is analytic, not rendered

The renderer’s lighting is decoration. Gameplay light is computed in the sim as circles: each source has a center, radius and intensity; intensity at a point is the sum of the three strongest sources covering it, capped at 3. Light passes through platforms (cheap and readable). The renderer draws the same circles, so what you see is what the sim uses. Every source has an id and is part of snapshots. Light queries are part of the tick budget (04-architecture.md, spike S2).

Built in game/sim/light.gd: a lantern’s id is its player’s id and a map’s static lights are -1, -2, … in file order. Covering is inclusive (a point exactly on the radius is lit). A dead or Hooded player casts no light, nor does an empty lantern (fuel 0).

6.2 The lantern

Every player carries a lantern in its own gear slot from the Lighting. It is never replaced, only improved, through Lantern Rank 1–30. In a field a rank is light: radius and wick sockets, so Lampghosts stay out of Shroud and the utility wicks fit. In the strata and the Deep it is also range: fuel capacity, burn efficiency and mote capacity decide how far a run can go and how much it brings back.

Stat Rank 1 Rank 30 Formula
Radius 6 tiles 10 tiles +1 at ranks 8, 15, 22, 30; cap 14 with buffs
Intensity 1 1 Raised only by skills and states
Fuel capacity C 100 200 100 + round(100 · (r − 1) / 29)
Burn efficiency e 1% 30% r%
Mote capacity M 60 234 60 + 6 · (r − 1)
Wick sockets 0 2 One at rank 15, one at 30

A rank spends motes from your banked total at a hold’s hearth (7.2), a crafted lantern part and a draw on your bound titan (7.3). Rank r → r + 1 spends 20 + 20r motes: about 9,300 to reach 30, a quarter of what a player banks on the way to cap. Typical rank by level: about 1 + L/4 (rank 5 at 20, 13 at 50, 20 at 80, 29 at 115). The glass color is cosmetic and set at creation.

6.3 Lantern states

Burn applies only where fuel burns (6.5); the rest holds everywhere.

State Radius Intensity Burn Lampghost aggro range Move speed Notes
Open Full 1 x1 Full 100%
Shuttered x0.5 1 x0.5 x0.5 100% Lowlight’s Shutter mechanic; the Stay’s respect
Hooded 0 0 0 ÷3, ignored unless attacked 50% (Shades 80%) Only Shade skills usable; drains stamina; carried motes (strata, the Deep) gutter 1 per 10 s; stands on gloamways
Glare x1.5 2 x2.5 x1.5 100% Above full: any lantern in direct sunlight on a Sunlit map. Seared applies at once in your radius; Dazzled stacks every 20 s (3.6). Ends 2 s after leaving direct sun

Shuttering is the quiet way to travel, and below the surface the cheap one: half the burn, but Lampghosts outside half your radius are Shrouded. Hooding stops the burn but halves your speed and locks your skills (and below, costs motes), so it is a way to slip past, not to travel.

Hood stamina. Every character has 100 stamina, shown as a thin arc on the lantern gauge only while it is below full. The hood drains 10 per second (Shades 5); at 0 the hood drops, the lantern relights Open and cannot hood again for 5 s. Stamina refills 20 per second while unhooded. A hood lasts 10 s (a Shade’s 20 s): long enough to slip past a pack, never a way to cross a map.

Glare is the lantern overcharging, not more safety. On the Cloudshelf tops it sears everything near it and stacks Dazzled on its bearer (3.6); where fuel burns it also empties the lantern in under an hour. Shuttering in direct sun keeps the lantern at Open instead (x0.5 radius, no Glare).

6.4 Ambient tiers

Each map has an ambient tier; caves and rooms inside a map can be darker. Lampghost share of spawns is set per region (17.1), not per tier.

Tier Where (02) Base burn B per min (strata and the Deep only, 6.5) Seen outside light
Sunlit Cloudshelf tops, Highnoon’s held mirror-light, the Sunfoot’s west faces 1.2, and an open lantern in direct sun goes to Glare (x2.5) Full but washed out; Lampghosts are only a shimmer and are Shrouded outside your radius (sunlight drowns them, it does not unmake them)
Hearth Holds, lit beacon radius, a docked titan’s dock map 0, refuel available Full
Dusk The Mossway 0 Full color, dimmed
Dim The Glasslands, Tallowmere, the Furrows’ first maps 1 Silhouettes beyond 20 tiles
Dark The Furrows, the Combs, Highnoon’s streets, Wend’s Fall, first strata 2.5 Silhouettes beyond 12 tiles
Black Under the Cloudshelf, Lowlight, second strata 6 Silhouettes beyond 8 tiles; Lampghosts show only their stolen embers
Lightless The Sunfoot’s long shadows, the Deep’s lower layers, the raid’s third phase 15 Only light radii are drawn; faint outlines

6.5 Fuel economy (the strata and the Deep)

Fields burn nothing. On every surface map, at every tier, the lantern does not burn and nothing spends its fuel: light-eaters only dim it (6.7) and the fuel costs below apply only under the surface. A lantern still empties below and comes up as it went down; a hold’s hearth fills it. Going home is a choice in the fields and a necessity below. (Until 2026-10-04 every tier at Dim or darker burned, which made every grind a forced trip home; 07-decisions.md, Settled.) TODO: field forms for the branch skills that spend fuel (Emberheart, Stridewright) before their season.

Why the old numbers failed. Motes used to be fuel. In Dark, 20 kills a minute x 40% Lampghost x 25% mote chance x 2 fuel = 4 fuel in against 3 out: the lantern never ran dry. In the old darkest tier, 6 in against 6 out. Respawning refilled the lantern for free and hooding was free travel. Now motes are cargo, not fuel, wherever they are carried. Nothing in the strata or the Deep refills a lantern except oil and your party, so every tier there drains.

Fuel sources

Source Amount Cost
A hold’s hearth (any hold) Full in 5 s No brass; draws 1 mote of vigor per 2 fuel from that hold’s titan
A lit beacon Full in 5 s, in its radius Draws 1 mote per 2 fuel from the beacon’s titan
Lantern oil (Chandler-made, or vendor) +40 per flask, 10 s cooldown 2 x level brass per flask; no vigor. Used only from the oil belt: 3 flasks (4 at Guild rank Flame), refilled at holds, camps and beacons; needed only below the surface
Tender’s Lend Light +30 30 of her fuel
A docked titan’s Heartwarm Burn x0.5 in the strata under its dock map and the maps beside it —
Wend’s warm veins (Wend’s Fall, Cooling) +20 per vein, the vein cools for 60 s Free: Wend is dead, no living titan pays
Relit after going out Fuel you died with, minimum 20; respawn never refills more The fixed relight draw (7.3)

Oil and the hearth are the first dilemma: oil costs you brass, the hearth costs a titan.

Per-tier drain, below the surface. Effective burn = B x (1 − e) x 1.25. The 1.25 is the average mote burden over a run (burn rises with load, 7.2; a lantern that fills evenly averages half full: 1 + 0.5 x 0.5). Capacity and efficiency at the typical rank for the band (6.2). Strata are darker than the surface above them (6.4), so a band’s stratum runs a tier or two down this table.

Tier Band, rank C e B Effective burn /min Tank alone Tank + 3 oil (+120) Design intent
Dusk 1–10, r1–3 100–107 1–3% 0 0 Endless — Never a limit
Dim 20, r5 114 5% 1 1 x 0.95 x 1.25 = 1.19 114 / 1.19 = 96 min 234 / 1.19 = 197 min Taught, never forces a return
Dark 50, r13 141 13% 2.5 2.5 x 0.87 x 1.25 = 2.72 141 / 2.72 = 52 min 261 / 2.72 = 96 min One tank is one trip; oil makes a long session
Sunlit, in Glare 48, r12 138 12% 1.2 x 2.5 = 3 3 x 0.88 x 1.25 = 3.30 138 / 3.30 = 42 min 258 / 3.30 = 78 min Drop under the cloud or go home
Black 80, r20 166 20% 6 6 x 0.80 x 1.25 = 6.00 166 / 6.00 = 28 min 286 / 6.00 = 48 min Beacons matter
Lightless 115, r29 197 29% 15 15 x 0.71 x 1.25 = 13.3 197 / 13.3 = 15 min 317 / 13.3 = 24 min A party plans its light

A Blazing Kindler burns 1.5x on top. The first time fuel is a real limit is the first Dark stratum (level 30–35). Runs target p50 20–40 minutes, with most returns at 10–40% fuel (22.2). The fuel bot checks each row and that a field never burns (22.1).

6.6 Shroud, Lit and Seared

Positioning around light is the core tactic in Lampghost fights; the Protector is the brightest player; spreading out costs damage.

6.7 Light-eaters

Lamplickers, Dimwings and Sootbears Gutter lanterns they touch; Snuffer Zealots and black fen-water Douse them; Cinderkin drain 3 fuel per hit below the surface. In a field these dim the light and never touch the fuel. Bosses can put out all player light for a phase, turning the fight into a beacon-and-Coldlight fight.

6.8 Beacons

Every map at Dim or darker has 1–3 beacons: braziers on fixed footholds, the Guild’s waystations into the dark. Lowlight has none: the Stay will not have heartfire burning in their country (its banks are moth-skiff drops and the Tetherline at Stairfoot).

Built for the Low Lamp (game/sim/beacon.gd, 11-prologue.md §8, D75, D76): a map’s beacons key places the braziers, and the rules above run as written, with the details these leave open set in D75 and D76.

6.9 Exploration by light

6.10 Wicks

Socketable lantern mods (sockets at Lantern Rank 15 and 30), one of each kind. Crafted by Lampwrights and dropped in dungeons; tradeable.

Wick Effect Ships
Steady wick −20% burn (strata, the Deep) Launch
Wide wick +2 radius; intensity counts only in your inner radius Launch
Kindling wick Normal Lampghosts in your light are Kindled for 2% of max HP per s Launch
Carrier wick +25% mote capacity, +10% burn (strata, the Deep) Launch
Hush wick Shutter and hood are instant and grant 1 s stealth Later
Moth wick Cinderkin target you 50% less Later
Signal wick The party sees you on the minimap through walls Later

7. Motes, titan vigor and the Sunline

This is the twist made into a mechanic. 01-world.md §1: every lantern lit from a titan is a step it does not take; a Lampghost put out releases that fire as motes, and fire that goes home is a step given back. 08-scale.md §1 owns the Sunline, the Strides and the Dawnmarks as rules; this section sets their inputs, costs and thresholds.

7.1 The rule

The Sunline is one server-wide number: the titans’ net vigor. Every draw of fire lowers it, every mote banked raises it, and worldd nets it at each Turning boundary. Its level sets the world’s Stride for the next Turning (7.5). Before Morrow is born the sun does not move, whatever the Sunline does (7.6).

Units: a mote is the light of one small Lampghost; 100 motes = 1 step, the fire one lantern holds when lit. Every draw and return is also tagged with the titan it came from, for the player’s Ledger, Titan Favor and the Listeners’ signs.

7.2 The extraction loop

In the fields it is no loop at all, by design: a caught mote goes home and the fight goes on, as in MapleStory. The strata and the Deep keep the whole loop, carry and risk included, as the roguelite mode (08-scale.md §3–4). A map’s carry_motes flag says which a map is.

  1. Release. Every Lampghost put out releases motes, rolled by the server for each tagged player: a normal Lampghost 1 mote at 30% (45% in the Under), an elite 5, an Absence 30 (split), a dungeon boss 10 per player, an open-world boss 50 per eligible player. No motes from Lampghosts more than 10 levels below you. Living things and Cinderkin release none.
  2. Catch. Motes rise and want the nearest living titan, but cannot find it in the dark alone: they home on the killer’s lantern if the killer is within 12 tiles, so a ranged kill is caught too; failing that they settle into the nearest lantern within 3 tiles, a party member’s first. Uncaught motes fall as sparks and gutter in 10 s; anyone can catch them by walking through.
  3. In a field, bank. Every lantern lit from a titan keeps a thread to it, and a caught mote runs home along it at once: it banks to the player’s banked total, the titan and the Sunline the moment the lantern takes it. No capacity, no load, nothing to lose. Motes carried up from below bank the same way on reaching the surface.
  4. Below, carry. In the strata and the Deep the dark is too thick for the thread, so a caught mote stays in the lantern as cargo. A lantern holds up to its mote capacity (6.2); motes over capacity gutter. Load = carried / capacity. A loaded lantern burns x(1 + 0.5 x load), shines visibly brighter, and draws Lampghosts: aggro range x(1 + 0.5 x load) and the target weight in 3.7. A full lantern burns 1.5x and is hunted. The lantern gauge shows the count. Inside a docked titan’s Heartwarm radius (60 tiles at Steady; 7.5) motes still arrive on their own, even below.
  5. Bank below. Carried motes go home at a lit beacon (interact 2 s), on climbing out to the surface, on entering a docked titan’s Heartwarm radius, at a hold’s hearth, at a moth-skiff drop in the Under (open 15 minutes), or at the Moth Queen herself where she lands. Motes banked at a beacon go to the titan it was drawn from (a poured beacon: the nearest living titan).
  6. Spend. The banked total is the player’s as well as the titans’: at a hold’s hearth, Lantern Rank (6.2) spends from it, which draws the spent motes back out of the Sunline from the bound titan (7.3). Everything not spent stays returned.
  7. Lose them (below only).
  8. Motes cannot be traded, stashed, mailed or listed. They exist only as sim entities, lantern state and the banked total.

Built rough in game/sim/lantern.gd and mote.gd (Phase 0): fuel, carried and banked motes on the player; a released mote picks its lantern when it is released (the killer’s if within 12 tiles of its body, else the nearest lit one within 3) and homes in, otherwise it falls as a spark; spills gutter even while their map is empty. A map’s optional carry_motes flag (false for every field and hold; the Deep and the strata turn it on) is the slim rule: without it a caught mote banks at once to banked and the Sunline, nothing burns, leaks or spills, and carried motes bank on arrival; with it the lantern burns by tier and load, carries up to capacity, leaks at fuel 0 and spills on going Out. A map’s optional hearth rect banks every carried mote on entering it (on a carrying map) and refuels the lantern in 5 s (no rank spending yet), and the server keeps the Sunline in memory.

The dilemma on every run below. Push deeper (more motes, darker, faster burn, Lampghosts hunting your bright lantern) or turn back. Bank at the near beacon (safe, but a titan’s fire may have lit it) or carry to a docked titan (Homecoming: +25% Favor). Go dark with a full lantern and strangers carry your work home. In a field there is no dilemma by design: the fight and the build are the game, and every mote goes home.

7.3 Draws

The inputs 08-scale.md §1 lists, with their values. Every draw is computed by the server and charged to the titan whose fire is used and, where a player caused it, to their Ledger.

Draw Amount (motes) From When
A new character’s Lighting 100 (1 step) Mossback Once
Relit after going dark 20, fixed The beacon’s or hold’s titan Each time
Hearth or beacon refuel 1 per 2 fuel That hold’s or beacon’s titan Each refuel
Drawn beacon 100 at kindling, then 5 a minute while lit (75 per Bell) Nearest living titan Each kindle
Lantern rank-up 25, plus the 20 + 20r motes the rank spends (6.2) Bound titan Each rank
Lantern upkeep 1 a minute a character spends outside a hold with its lantern lit The titan it was lit from (its bound titan) Continuous, netted at the Turning
Banked motes poured into a beacon As poured No titan (the Sunline only) Each pour
Rebinding to another titan (8.7) 100 The new titan Each rebind
Hold standing lamps 50 per character bound to that hold who played that Turning That hold’s titan At the Turning
The titans’ age drain 2% of W (7.5) All, evenly At the Turning
Relighting a Downed ally, oil, Wend’s veins, carried motes poured into a beacon, Surge relights 0 — —

Upkeep is the fuel the fields no longer show: the lantern never burns in a field because its titan pays for the light instead, and the Ledger says so.

The Ledger is Reeve Tamsey’s habit, now everyone’s: drawn and returned this Turning, per titan, in the lantern panel. It never blocks play. Before level 60 the Guild labels it “Lanterns lit / motes home”. At the first revelation (01-world.md §1.7, level 60) its labels change to “Steps taken from Mossback / steps given back”. The reveal changes the UI.

7.4 Returns, grants and caps

Return Sunline credit Titan Favor (to you, for that titan)
Caught in a field (banks at once) 1 per mote 1 per mote
Carried out from below: at a beacon or on reaching the surface 1 1
Homecoming: carried from below to a docked titan or a hold’s hearth 1 1.25
Arrived on its own inside a docked titan’s Heartwarm, below 1 0.5
Party bank: caught or banked within 30 tiles of party members on distinct accounts and distinct devices x1.25 Unchanged
Carried home from someone else’s spill 1 1
Put out on a titan’s flank during a Crossing (auto) 1 1
Spent on Lantern Rank Drawn back out (7.3) Unchanged
Crossing won (all three posts held), per channel instance 300 to that titan 100 each (8.5)
Raid clear (the Second Noon), each character’s first clear per Turning 500 —
The Deep, each character’s best run per Turning 20 per depth tier —

World bosses pay through their motes (50 per eligible attacker, banked as caught like any other field mote). Grants come once per character per Turning, so they cannot be farmed.

Caps (the defenses 08-scale.md §10 names):

Cap Value Beyond it
Sunline, per character per day 400 motes of credit Motes still pay the player (Favor, the banked total) but add 0 to the Sunline
Sunline, per account per day 1.5x one character’s cap Same
Same map, per character per Bell The first 40 motes caught on one map count fully 25% Sunline credit
Trust weight 1.0 for an established account; 0.25 for a new account’s first 7 days; set lower by bot score (04-architecture.md §9) Flagged accounts weigh 0, silently
Favor, per character per Turning 2,500 motes in full, the next 2,500 at 50%, beyond 5,000 at 10% —

400 motes is about 2.5 hours of play: a normal evening counts fully, a bot’s 24-hour day does not. A character whose Turning Ledger is net positive gets a weekly Kept the Light chest (Favor and Guild tallies) at reset.

7.5 Strides

The Sunline S is a stock, in motes. W is the world’s average gross draws per Turning over the last four Turnings (floor 50,000), so thresholds scale with population. At each Turning boundary, and only then:

S ← clamp(S + weighted credits + grants − draws − age drain, −0.75W, +1.0W)

A new world starts at S = 0. The Stride for the coming Turning is set from S, announced on the event bus a day ahead (04-architecture.md §4), and published in the Almanac calendar at reset. A live forecast shows at each Listener during the week; it binds nothing.

S at the boundary Stride For the coming Turning
< −0.25W Faltering Each titan skips one dock (its hours go to the previous dock); crossings take 90 minutes; Greyhorn charges every loop; Heartwarm radius 0 (motes fly home only at the dock foot); camp-to-camp Tetherline routes close (hold routes stay); Drawn Lampghost x2 at docks
−0.25W to 0.25W Steady The routes in 8.3; Heartwarm radius 60 tiles
0.25W to 0.6W Striding One extra dock per loop (hours borrowed from the titan’s longest dock); Heartwarm radius 90 tiles and its effects +50%
≥ 0.6W Surging Striding, plus each titan’s rare dock and opening (below)
Titan Listener’s sign Faltering skips Striding extra dock Surging rare dock and opening
Mossback Moss color: white, yellow, rust (Old Ponder) The Glasslands north rim; kneels those hours at the Mossway Kneels at the Soak, 4 h (an extra Kneeling) The First Print, a hidden Mossway map at his oldest footprint
Greyhorn Quartz on the hide; the charge bell (Hornspeaker Gell) The Combs south mouth; each Charge is a Rampage that also swings Brazenbrow’s gimbals Glassbreak Fields, 4 h The Tapyards’ sealed cradle in the Taplines during his Highnoon dock
Ystra Her song (Cantor Spry) The songwater pass over Tallowmere Her fluke stair at Highnoon, 6 h (a foot dock outside the Long Song) Passes low over the Furrows (kite-skiff link, 6 h); the Sealed Stacks’ first reading room opens
The Moth Queen Wing-warmth (Lisle) Her Wend’s Fall leg flies to Lowlight instead; the Velvet Market closes 15 minutes early One Combs-rim leg a day flies over Highnoon’s Gilt Row Hangs low over Lowlight for one Glow a day (moth-skiffs to the Sunken Road, no foot dock); the Brood Deep’s sealed cell opens

Strides never take away earned progress and never cut anyone off from their bound hold. Every region stays reachable on foot and by Tetherline in any Stride, and every loop still fits the Turning (8.3). Strides never change a map’s ambient tier (6.4).

Two Stride events: the Vigil (Surging two Turnings running: a one-hour world event and a story vignette in each hold) and the Stumble (Faltering two Turnings running: one titan stumbles mid-crossing and that Crossing becomes a rescue, with more Lampghosts and larger rewards).

7.6 The sun, Acts and Dawnmarks

7.7 Validation and bot resistance

7.8 Worked budget

Per player-hour of typical play at mid levels, to show where the Sunline goes and what tilts it. Thresholds are fractions of W, so population does not move them; the constants are re-based each season from live data.

Flow Motes Arithmetic
Caught 160 ~4 motes/min x 40 min fighting, a quarter of it below the surface
Lost (sparks not caught; spills, leaks and overflow below) −8 5%: 2% of field catches, 15% of the quarter caught below
Banked 152
Credited 163 30% of banks are party banks: 152 x (1 + 0.3 x 0.25)
Drawn: lantern upkeep 48 48 minutes outside a hold x 1
Drawn: hearth and beacon refuels 10 below only: 0.3 tanks of 140 fuel, half from oil: 0.3 x 140 x 0.5 / 2
Drawn: Drawn beacons 27 3 kindles per map-hour, two-thirds Drawn, ~15 players per active map: 3 x 200 x 2/3 / 15
Drawn: relights 20 about one going-dark per hour x 20
Drawn: lantern ranks 39 about a quarter of what is banked while ranking, 34, plus 0.2 rank-ups per hour x 25
Drawn: standing lamps 5 50 per character per Turning / ~10 h played
Drawn: new characters 2 one per 50 player-hours x 100
Drawn: age drain 3 2% of draws
Drawn 154
Net +9 about +0.06W per Turning: Striding after about four healthy Turnings

If players solo, never pour and buy no oil (credited 152; refuels 21; every beacon Drawn, 40), draws total 179 and the net is −27 an hour, −0.15W a Turning: Faltering within about two Turnings. If players party up (half of banks) and use oil below (credited 171, drawn 144), the net is +0.19W a Turning: Striding in about two Turnings and Surging soon after. The server’s habits decide how its titans walk.

7.9 Trip boons

Combat is MapleStory’s: platforms cleared with a few hotkey skills. Each trip is a roguelite run on top of it (decided 2026-10-04): the same skills, built differently every time, and lost if you do not get home.

Phase 0 builds the offer, a Warden pool of about 8, the field lantern pool of 6 and the carry-only 3; Deep duos and cursed boons come with the Deep in Phase B.

Built (Phase 0) in game/sim/boons.gd, with the effects read where their numbers are used: Skills.stat for the kit, lantern.gd and light.gd for the lantern, combat.gd for Second Wind and kills. Offers roll from each zone’s own seeded stream (boon_rng), so they never shift spawning or mote rolls. Every mote caught counts (released, sparks and spills alike). A zone offers from FIELD_POOL, or from DEEP_POOL (the field pool plus the three fuel boons) when its map sets carry_motes. Up to 6 offers wait in a queue, shown one at a time; past that none are made. A pick may also pass. The trip ends on entering a hearth’s rect (with or without motes), on a portal into a map with a hearth, and on going down without Second Wind; offers and the count toward the next go with it. Beacons do not exist yet: Boons.beacon is the hook they will call. Bots (the grind bot and the fighting scenarios) pass every offer with Boons.decline.

Boon Pool Effect
Wide Sweep Warden Sweep hits a 4th target
Honed Edge Warden Sweep deals 15% more damage (the cap)
Kindled Edge Warden Lanternbash leaves a 3-tile light pool, intensity 1, for 5 s
Light Hand Warden Lanternbash costs 30 Resolve, not 40
Rebound Warden A Lanternbash that puts a monster out readies Lantern Hook
Long Hook Warden Lantern Hook reaches 10 tiles, not 7
Steady Brace Warden Brace holds 1.5 s, not 1
Iron Patience Warden A blocked hit gives 30 Resolve, not 20
Mote Magnet Lantern (both) Catch radius +2 tiles: a kill’s motes from 14 tiles (12 bare), others’ released motes from 5 (3), sparks and spills from 2 tiles off
Second Wind Lantern The trip’s first time down rises at once at 30% life with 2 s of i-frames, motes kept
Broad Flame Lantern Lantern light radius +2 tiles
Wide Glass Lantern Light pools you leave (Kindled Edge, Ember Trail) last twice as long
Ember Trail Lantern Each kill leaves a 2-tile light pool, intensity 1, for 3 s where the monster fell
Bright Core Lantern A second light of 2 tiles, intensity 1, on you while the lantern gives light: with the lantern, intensity 2 (Seared, §6.6) within 2 tiles
Thrifty Wick Lantern (carry only) Each kill refuels 1% of fuel capacity
Slow Wick Lantern (carry only) Burn x0.85
Steady Glass Lantern (carry only) The load term of burn is halved: 1 + 0.25 x load

Keys (§2.4): , . / pick the three cards, Backspace passes. With six held, a card key chooses the card, then , and . walk the row, / gives up the boon marked (or click it), and Backspace backs out. Mouse and touch click the cards.


8. Titans and the world clock

8.1 Glow, Under and Bells

The world sits in dusk (01-world.md §3). A 3-hour cycle runs from a fixed epoch: the Glow for 2 hours, then the Under for 1 hour. Twelve Bells per cycle, one every 15 minutes: Bells 1–8 are the Glow, 9–12 the Under; “dawn-bell” is Bell 1. Eight Unders a day, so every time zone gets several.

During the Under: every map is one ambient tier darker (6.4); Lampghost spawns +25%; mote chance 45%; the Moth Queen flies; Lampblack’s Velvet Market opens (the Night Market); moth- skiffs run. The world clock is an input to the sim, identical in every channel and on every platform.

8.2 The Turning

A Turning is 7 days and begins at the weekly reset (Tuesday 15:00 UTC); day 1 is its first 24 hours. Every titan’s loop divides 168 hours, so the calendar repeats exactly at every reset. No loop divides 24 hours, so each dock arrives at a different hour each loop and covers every hour of the day within a Turning.

8.3 Routes

Dock places are 01-world.md §5.3’s; this table sets the hours.

Titan Loop Loops per Turning Route (hours) Shift per loop
Mossback 28 h 6 Kneels at the Mossway 14 → crossing 1 → Glasslands north rim 5 → crossing 1 → Tallowmere, Wickshore 6 → crossing 1 +4 h: docks of 4 h or more cover every hour
Greyhorn 42 h 4 The Furrows, Hornrest 12 → crossing 1 → Glasslands south 4 → crossing 1 → Highnoon, east gate 11 → crossing 1 → the Combs, south mouth 11 → crossing 1 −6 h: docks of 6 h or more cover every hour
Ystra 56 h 3 Moored at the Cloudshelf’s Mooring Spire 40 → songwater pass over Tallowmere (crossing) 1 → high over Highnoon 12 (kite-skiff link, no foot dock) → crossing 3 +8 h
The Moth Queen 3 h 56 Roosts in the Combs every Glow (2 h; the Scale Stair down from Silkfall Landing) → flies one leg each Under (1 h) —
Wend — — Dead at Wend’s Fall —

8.4 Docking

While a titan is docked (01-world.md §5.2):

Effect Rule
Way up Hold ↔︎ dock map portal: the Pilgrim’s Stair, Greyhorn’s chain lifts, Ystra’s fluke stair, Lampblack’s silk descent
Heartwarm On the dock map and the maps beside it: Lampghosts −10% HP and damage, +10% XP and drops; in the strata under them burn x0.5, and within the Heartwarm radius of the dock foot (60 tiles at Steady) carried motes fly home on their own (7.2). Radius and effects set by the Stride (7.5)
Drawn Lampghosts Elite spawns come out of the dark toward its fire
Dockmarket The hold’s vendors at the foot of the dock, with that hold’s goods and that region’s recipes
Titan quests From its Listener; 3 dock bounties per dock (150 Favor total), once per dock per character
Shedding Shed scutes, horn, cloudsilk or wing-scale nodes on the dock map (11.5)
Population Players in a hold quest in its docked region, so channels shift with the titans

8.5 Crossings

While a titan moves between docks (1 hour, 90 minutes when Faltering), its hold has no foot link. In the first 15 minutes the Crossing runs on the titan’s flank map, in every channel: Lampghosts climb its legs toward the hold and players defend three lantern posts.

8.6 Getting around

Travel off the docks exists and is slow, so a docked titan stays the fast way in.

Route Between Time Cost With motes?
On foot, dock Docked hold ↔︎ dock map A portal Free Yes; banks on arrival
On foot, regions Adjacent regions through edge maps Walking Free Yes
Tetherline Any region camp or dock map ↔︎ any hold; camp ↔︎ camp in adjacent regions A ride map: 60 s + 30 s per region apart, at most 5 minutes 5 x region number brass; the Pilgrim line (Lantern Town ↔︎ the Mossway) is free under level 15 Yes
Kite-skiff The Almanac ↔︎ any camp or dock map with a kitepost 90 s 10 x region number brass Yes
Moth-skiff Lampblack ↔︎ wherever the Moth Queen passes in the Under 60 s, Under only 100 brass Yes
Return Lantern Anywhere → your bound titan’s hold 10 s channel, broken by damage; 20-minute cooldown Free No

Carried motes exist only below the surface and bank on reaching it (7.2), so the last column matters only for a run’s way out.

The Tetherline ride is a playable map (emotes, scenery, a Lamplighter guard), and in Act III Snuffers raid it as a world event.

8.7 Binding

Every character is bound to Mossback at their Lighting. From the branch trial (30) a character may rebind at another hold’s hearth, once per Turning, drawing 100 motes from the new titan. The bound titan is the Return Lantern target, the relight point when no beacon is lit, and the titan charged for rank-ups. A guild is bound to one titan too (14.4).

8.8 Events from the migration and the calendar

Event When What happens
Night Market Every Under The Velvet Market opens in Lampblack (fencing, 11.3); moth-skiffs drop wherever the Queen passes, and each drop is a mote bank for 15 minutes
The Charge, Glassbreak Every Turning, day 5 and day 7 (8.3) 8.5; the reward lasts a Glow
Twin Dock Two titans docked in one region (Greyhorn at the Combs’ south mouth while the Moth Queen roosts) Both holds’ Dockmarkets at the dock, a joint beacon chain, double dock Favor
The Vigil, the Stumble From the Stride (7.5) World event, story vignette or rescue crossing
The Kneeling Spring, one week Mossback kneels at the Mossway all week (his loop pauses). White moss, mass Lightings, a town festival, the year’s new-player rush, Shedding nodes across his whole shell
The Long Song Summer, one week Ystra comes below the cloud over Highnoon: a foot dock all week; the Sealed Stacks open; a rhythm event across the Cloudshelf; Lampghosts are Hushed while she sings
The Great Charge Autumn, one weekend Greyhorn stampedes across every Furrows map and the Glasslands; Horn Fair in Brazenbrow
The Deep Under Winter, one day A 24-hour Under. The Moth Queen flies all of it and holds the Lantern Fair (cosmetics for spent lanterns from Lostbearers and Leftlamps)
Wend’s Wake Anniversary of the Fall (fixed date) Holds dim for one Bell; players who douse in Wendhome see the Lampghosts stop and look up
The Convergence Once, the last Turning of Act V 9.4

Never more than one event per week needs a login at a specific time beyond the Charge and Glassbreak, whose rewards last a Glow; crossings and Unders recur through the day.


9. Story state

The story is a live season for everyone, not per-player phasing. 04-architecture.md keeps one world state in worldd; there is no per-player world.

9.1 Acts

The world story (01-world.md §8) runs as server-wide Acts. An Act opens for the whole server on a scheduled date. The open Act sets the world state (NPC states, faction activity, world events, the sky) and its server event. Regions, dungeons, levels and personal story quests (9.3) are not gated by Act.

Act Band Regions and instances World state that turns on
Prologue, I: The Lantern Road 1–30 The Mossway, the Glasslands, Tallowmere, the Gutterworks Gilded Hour patrons; missing Lanternbearers; first Snuffer graffiti
II: Hornfall 30–60 The Furrows, the Cloudshelf, Hornheart Greyhorn’s charges escalate; the Horncutters’ strike
III: The Turning 60–92 The Combs, Lowlight, Highnoon, the Orrery The Guild denounces Hob; Snuffers raid Tetherlines and holds; the Gilded Hour turn
IV: Wend’s Wake 92–106 Wend’s Fall, the Heartchamber Aumbry’s camp at Wend’s Fall; harvest rigs dim the warm veins over the Act
V: The Second Noon 106–120 The Sunfoot, Wend’s Absence, the Second Noon raid The Sunlift rises on the Sunfoot skyline; the Convergence; Morrow

Launch scope is D1 (07-decisions.md): the Prologue and Acts I–II, regions 1–5, three holds, the Gutterworks and Hornheart, cap 60. Act I opens at launch and Act II 4–6 weeks later. Acts III–V ship as major updates about every 3–4 months, each with its regions, instances and cap raise (92, 106, 120); Lampblack and the Velvet Market come with Act III and the Second Noon raid with Act V. Each world event happens once per world.

9.2 Server outcomes

Each Act ends with a server event and one outcome the whole server decides by what it does, measured by worldd, never a vote alone. The story continues either way; the outcome changes the next Act’s texture. Acts III and V also carry a Dawnmark (7.6), which lands only when the event is won and the Stride is Steady or better.

Act Measured Outcome
I Lostbearers’ names returned to their families The Lantern Road’s lamp-posts relit (or dark) through Act II
II The Stride at the Act’s last Turning Steady or better: Brazenbrow caps the forge-tap and his Charges stay Charges. Faltering: his Rampage persists through Act III
III Tetherline defenses won or lost; the Pale Tenant put out in the Under Lines cut in Act III stay cut until Act IV’s midpoint. Dawnmark: the Moth Queen’s true wing-light, for good (D10)
IV Warm veins kept lit against the Black Tide Wend’s Fall’s Cooling is warmer (more refuel veins) or colder in Act V
V Wend’s Absence drawn to the Convergence; the first raid clear Dawnmark: Morrow, and the sun’s first step

9.3 Personal beats

The story’s key moments are instanced and personal: the Lighting; the Chandler’s ledger; Hornheart and Hob at the tap (the first revelation); Nan Corvina and Lisle (68); the song of the Tapping; Quarle’s model (the second revelation); Wickham’s letter; the Heartchamber; the Listeners’ questions. They run on the player’s quest flags, alone or with their party, whenever the region is open, whatever the world Act. Dialogue lines that state a world fact (the sky, the Second Noon, Morrow) have one variant per Act (12.2).

9.4 The Convergence and Morrow

The Convergence is the last Turning of Act V. All four titans leave their loops and walk to the Sunfoot over the Turning; hold docks move to the Convergence map. The Second Noon rises in the east of every sky for that Turning. The raid opens.

9.5 Late joiners


10. Items and gear

10.1 Slots

Slot Notes
Weapon Class weapon types (4.3)
Offhand Shield, glyph book, quiver, dagger-sheath: secondary stats and a small ATK
Head, Top, Bottom (or Overall), Hands, Feet, Cape Armor
Lantern The signature slot (6.2)
Amulet, Ring x2, Belt Accessories, more affixes; the belt holds the oil flasks
Charm One per character: movement, gathering or fuel utility; mostly crafted

14 stat slots. The cosmetic layer covers every visible slot separately (10.7).

10.2 Item level

Item level (iL) equals required level for drops. Gear comes in bands of 10 levels (iL 10, 20 … 120). Dungeon gear sits +5 above its band; raid gear is iL 125–130. A band’s Glass-grade item is the baseline the damage table (3.3) assumes. Stat budget per item: band value x slot weight (weapon 1.0 ATK; top 0.25, bottom 0.2, head 0.15 … of armor), plus affixes.

10.3 Grades

Rarity is the grade of flame a lantern-maker would say the piece could hold. Each grade has a flame tell on the icon, the nameplate and the drop itself. None is cyan: cyan means absence (05-art-audio.md sets the exact colors).

Grade Flame tell Affixes Drop share Trade
Tallow Pale wax-white 0 60% Free
Oil Green-gold 1 28% Free
Glass Clear blue in a glass chimney 2 10% Free
Ember-set Deep red-amber; set with a cooled ember of Wend 3 1.8% Bound on equip
Titan-cut Gold, patterned with a titan’s horn, scute or wing 3 + a unique effect 0.2% (dungeon and boss tables only) Bound on pickup; tradeable within the party for 2 h

Affix pool (each rolls from a tier range by iL): +Primary, +Secondary, +Grit, +ATK, +Damage%, +Boss Damage%, +Crit Rate, +Crit Damage, +Pierce, +Speed (feet), +Jump (feet), +Radius (lantern, head), +Burn Efficiency, +Fuel, +Mote Capacity (lantern, belt), +Element damage, +Gathering speed (charm). No affix raises mote drops or vigor: those would turn gear into a way to buy the titans’ health. Titan-cut uniques change how a skill works (“Lampstake also fires a Spark every second”).

10.4 Hornbinding (enhancement)

Brazenbrow’s craft: binding hornstone into gear. No destructive gambling, and nothing for it is ever sold for money.

10.5 Reglyphing

The Almanac’s glyph-scribing: reroll one affix of a Glass-grade or better item; see 3 options and choose one or keep the old. Cost: brass and glyph ink (from dungeons), rising 25% per reglyph on the same item per week. No paid rerolls; affix ranges are shown in the tooltip.

10.6 Sets

Each party dungeon has a 5-piece set (2- and 4-piece bonuses): the Chandler’s (Gutterworks), the Burnward (Hornheart), the Reckoner’s (the Orrery), the Wendhome (the Heartchamber). The raid has a 4-piece accessory set, the Noonbreaker, whose bonuses play with light (“your Seared targets are also Kindled”). A full set is slightly better than mixed best-in-slot Ember-set, never mandatory.

10.7 Cosmetics

Every visible slot (head, face and eye accessories, top, bottom, overall, hands, feet, cape, weapon, lantern skin, lantern glass color) has an independent cosmetic override. Cosmetics never carry stats. Sources: shop, events, achievements, crafting, dungeon and raid drops, the seasonal track. Hair, face and skin change at a hold stylist for brass or with shop coupons. Dyes are crafted (Mosswife) or earned. A wardrobe stores every cosmetic the account unlocks.

10.8 Inventory

48 slots at creation, +8 per bag upgrade (4 earned in the story to 80; 2 more purchasable to 96). Tabs for equipment, consumables, materials and quest items; materials stack to 999; quest items take no slots. Storage in every hold (shared, 80 slots, STASH_SLOTS), +40 per tab, 2 earnable tabs and 4 purchasable. Motes never go in storage.

10.9 The slice’s items

The items in the game today, renamed from the Terraria slice (ids unchanged, game/sim/items.gd). Materials name their maker’s world: Thornwood from the Dewline hedges, brass struck in Brazenbrow, hornsteel forged at Greyhorn’s tap.

Id Name What it is
41 Pilgrim’s Shortsword The starting weapon, given at the foot of the Stair: iL 1, worn, ATK 5
22, 23, 24 Thornwood, Brass, Hornsteel Sword The Mossway’s swords, Glass grade at iL 3, 6 and 9 (ATK 9.3, 15.3, 22.2), all 0.35 s a swing; sold by the Hornsmith (11.2) and dropped by the Mossway kinds of their band (13.2)
25, 26, 27 Thornwood, Brass, Hornsteel Bow Ranged
28, 29 Thornwood, Hornsteel Arrow Ammo
37 Glowdrop Material; the Puddling’s drop: pond water it left behind, still cold
38 Concord Coin Material; the Afternooner’s drop (the Tollkeeper’s coins, 02-atlas.md §2.1)
39 Moss Tonic The HP tonic, made by the Mosswife (11.6)
40 Cinder Heart The Cinder Eye’s drop; permanent max HP

11. Economy

11.1 Currencies

Currency Tradeable Earned Spent on
Brass (struck in Brazenbrow) Yes Monster drops, quests, vendor sales, the Exchange Everything mundane: oil, potions, Hornbinding, travel, fees
Guild tallies No (account-bound) Lamplighters’ Guild contracts, kindling and defending beacons, Surges, the Kept the Light chest Spare Flames, oil belt slot, Guild cosmetics, Guild rank (Spark, Wick, Flame, Beacon, Lamp)
Titan Favor (one per titan) No Returned motes (7.4), dock bounties, Crossings Wicks, lantern part recipes, that titan’s cosmetics and reputation track
Dungeon Marks, Raid Marks No Dungeon and raid clears Chosen set pieces (bad-luck protection)
Guild Seals No Guild activities Guild cosmetics and conveniences
Starglass (premium) No Real money; small amounts from the seasonal track Cosmetics and conveniences (19)

Motes are not a currency: they are fire going home (7.2), and a banked total pays only for Lantern Rank. Guild tallies replace the account currency; an Ember is a piece of Wend’s heart, never money.

11.2 Faucets and sinks (brass)

Brass income while grinding at level L, all sources: about 400 + 120L per hour (L10: 1,600; L60: 7,600; L120: 14,800). Quests pay one grind-hour of brass spread over a region’s quests.

Sink Share of income (target, mid-game) Notes
HP tonics 15% Vendor price 1.5 x level
Lantern oil 5% (0% under level 30, about 8% at 80+) 2 x level per flask; the vigor-free fuel, bought only for the strata and the Deep (6.5)
Hornbinding and transfer 20% Rises in endgame
Reglyphing 5% Endgame
Tetherline and skiffs 5% 8.6
Exchange fees and tax 10% 11.3
Crafting and lantern rank fees 15% Rank parts take up what field oil used to
Branch change, stylist, guild upgrades, fencing 5%
Total 80% About 20% is saved, spread across players

Target: brass supply per active player-hour grows no more than 3% per week after the first month, and a reference basket (an at-level Glass-grade weapon, 100 HP tonics, a stack of common hornstone) moves less than ±10% a month. Levers: vendor prices, Hornbinding costs, Exchange tax.

As built (game/sim/loot.gd, game/sim/shop.gd): brass is a purse on the character, shown in the pack window. A monster’s brass drop is sized from its level so that a solo at-level grind at 5.1’s kill rate K(L) earns 400 + 120L an hour from brass drops and the materials it sells together, with brass drops never under 30% of it: at level 1 (Puddlings) about 180 from brass and 340 from Glowdrops, at level 9 (Afternooners) about 740 and 740. Amounts roll 0.5x to 1.5x of the mean, rounded at random so the mean holds. Materials carry a vendor price per item (sell in game/sim/items.gd: Glowdrop 1, Concord Coin 2). The Mosswife’s stall stands on Lantern Town’s hearth plaza: E opens her window; she sells Moss Tonics at 1.5 x the buyer’s level (at least 2) and buys any material stack whole. Every buy and sell is checked on the server’s tick against reach (3 tiles of her feet), stock, brass and pack room. A new character starts with 3 Moss Tonics.

The Hornsmith’s stall stands by the Warden Lodge: he sells the Mossway’s swords at 3.4 x item level² brass (Thornwood 31, Brass 122, Hornsteel 275), about 90% of what 5.1’s at-level grind earns over the band step before each (34, 134 and 281 brass from levels 1–2, 3–5 and 6–8), so brass buys the next sword about once a step with tonics to spare. He and the Mosswife buy a sword back for a brass per item level (3, 6, 9): a drop’s sale counts toward its kind’s income like a material’s, and anything more would crowd out brass drops (the Afternooner’s would fall to the 30% floor and still overshoot the budget).

11.3 The Exchange and the Velvet Market

11.4 Trading and anti-RMT

11.5 Gathering

No terrain digging. Gathering nodes are fixed objects. The best materials come off the titans themselves, so materials follow the migration.

Kind Nodes Where Feeds
Shedding Shed scutes, horn plates and hornstone, shed hide, cloudsilk, wing-scale dust On the titans: hold maps and dock maps while docked; the Furrows after a Charge; Mossback’s whole shell during the Kneeling Hornsmith, Hidewright, Glassblower, Lampwright
Foraging Moss, glowcaps, wick-reeds, lantern-lilies; blue Stay crops (with Stay reputation) Fields Mosswife, Chandler
Salvage Lantern glass, Concord brass and bronze, wax, mirror shards Ruins: the Glasslands, Tallowmere, Highnoon Glassblower, Chandler, Hornsmith, hornstone dust

11.6 Crafting

Each character takes 2 of 6 professions (switch for a fee; progress kept).

Profession Hall Makes
Hornsmith Brazenbrow Weapons, shields, plate; hornstone dust
Hidewright Lantern Town (Shellstep) Hide, silk and scute armor, capes, bags
Mosswife Lantern Town HP tonics, food buffs (30 min), dyes
Chandler Wick Station, Tallowmere Lantern oil, tapers (portable light pools), beacon kindling kits (a kit lights a beacon with 100 poured motes instead of 200)
Glassblower The Almanac Rings, amulets, charms, lenses
Lampwright The Wick, Lantern Town Lantern parts (needed for rank-ups), wicks, lantern skins

12. Quests

12.1 Types

Type Source Cadence Reward
Story A chapter per region, plus the Lodge and branch quests Once 20–40 min of grind XP per quest, story items
Region NPCs in fields, camps and holds Once 8–15 min of grind XP, gear
Guild contract The Lamplighters’ board in every hold: 3 a day, chosen from 6 (kindle a beacon, bank N motes, clear an Absence, escort a Lanternbearer) Daily 10 min of XP each, brass, Guild tallies, a chance at a Spare Flame
Dock bounty A docked titan’s Listener Per dock (8.4) Titan Favor
Weekly The Long Watch: put out an elite set, kindle 3 beacons, clear a dungeon Weekly 2 h of XP at level, Favor, an Ember-set chest
Act event The open Act’s server event (9.2) Per Act Story, cosmetics, a share of the outcome
Hidden Found by light or dark paths (6.9) Once Lore, a cosmetic, a title
Guild The guild board Weekly Guild Seals

Objectives: put out N, collect N, talk to, escort (escorts walk at player speed and wait), light (carry light to a place, kindle a beacon, burn an Absence), bank motes, deliver across titans (use the migration), gather, craft, find (with a light-only clue).

Kill credit is shared by the party on the same map. Quest drops are per player and drop for everyone tagged, at no less than 40%, so no quest needs more than about 2.5x the stated count. “This quest is easier with others” is a tag on the quest, never a requirement at this level (the open world never needs a group).

As built (game/sim/quests.gd, D78, D79): quests are data rows (giver, hand-in giver, level, an optional quest before it, goals, reward, lines), so a region’s quests are more rows. Goals so far are put out N (on one map when the row says) and collect N, counted from the pack and taken at the hand-in; a collect goal can name a kind that drops its item as a quest item, at full chance for each eligible player who still needs it. Kill credit goes to the kill’s whole party (5.5). The interact key beside a giver hands in a finished quest that ends there, else takes the next it offers (from one level under the quest’s). The server is the authority: progress changes only in the sim’s tick on the server. TODO: talk, light, escort, bank and the other goals; Accept / Not now and abandon with the dialogue scripts.

12.2 Dialogue

Dialogue runs as sandboxed scripts. Every NPC conversation is a small graph:

Greeting (1 line; varies by quest state, titan position, Stride and Act)
  ├─ Quest offers / turn-ins (each 1–3 bubbles; Accept / Not now)
  ├─ Topics (lore, at most 3, each 1–3 bubbles)
  ├─ Services (shop, storage, stylist, trainer, Tetherline)
  └─ Farewell

12.3 Quest log and guide

25 active quests. The guide line points at the tracked quest’s next step; tapping a quest on mobile paths the guide across maps (the player still moves; there is no auto-walk).

As built: L opens the log (game/ui/quest_log.gd): each quest under way with its giver, goals and counts, and its line. The tracker under the guide line (top right) shows the first three; the guide follows the first quest ready to hand in, else the first under way, after the prologue, portals and the Lodge. Givers show “!” for work, “?” for a hand-in and speak in a bubble when the player is in reach (game/render/giver_view.gd). TODO: picking the tracked quest, mobile pathing and the finished list.


13. Loot and drops

13.1 Rules in the open world

13.2 Rates (normal monster, at level)

Drop Chance
Brass 70%
Material 40%
Equipment 4% (grades per 10.3)
Motes (Lampghosts only) 7.2
Quest item Per quest, at least 40%

Elites: equipment 100%, Glass-grade or better 30%. Bosses: their tables (15).

As built: equipment is a 4% row in a kind’s drops, the Mossway sword of the highest item level at or under the kind’s level (Mossnip, Dandlehop and Shellmite the Thornwood Sword; Thornpig and Dimwing the Brass; the Afternooner the Hornsteel). The Puddling drops none: its band’s sword is the starting one. Kinds of level 5 and under also drop a Moss Tonic at 10%, the newcomer allowance (1.2). TODO: grades (10.3).

13.3 Loot follows XP

Each eligible player (13.1) rolls the whole table for themselves, at every chance in 13.2 times:

loot_share = (1 + 0.10 * (min(n, 6) - 1)) / n  *  level_modifier(player, monster)

where n is the number of eligible players and level_modifier is the drops column of 5.6. Solo it is 1. A party of 6 gets 1.5x the drops of one player between them, the same bonus as XP (5.5), so brass and gear per player-hour do not depend on group size and the brass budget (11.2) holds. Quest items are the exception: everyone tagged rolls at full chance (12.1).

13.4 Bad-luck protection

Every random reward with a chase has a counter that turns luck into a ceiling, shown on the tooltip so it never feels like a slot machine:

Source Protection
Open-world Ember-set Each elite or world-boss kill without one adds 1 to a per-character Ember counter; at 30 the next elite drops one, and the counter resets on any Ember-set drop
Dungeon sets Dungeon Marks: a chosen piece at 10 clears (15.3)
Raid items Raid Marks: a chosen piece at 6 (15.4); duplicates of bound items become Marks
Titan-cut None: it is the rare chase (0.2%) and never needed; a Titan-cut duplicate salvages into enough hornstone for two Hornbinding steps
Trip boons A held boon is never offered again (7.9)

13.5 Drop feel

What MapleStory gets right is the moment a drop lands. Each grade has its own flame tell on the drop (10.3), a rising pickup chime per grade, and a short light column for Glass-grade and better that other players do not see (loot is personal). Ember-set and Titan-cut also announce in the player’s own chat line; Titan-cut announces in region chat with the player’s name, opt-out in settings. Auto-loot pulls the player’s drops within 3 tiles for free; there are no loot pets.

As built: every drop is Tallow (a pale wax-white glow) until equipment drops; brass lies as a little stack of coins. A pickup plays a placeholder chime (game/render/drop_view.gd, one hook with a grade argument) and floats “+N brass” or “+N item” over the player.

13.6 The Mossway and the Glasslands (designed)

Proposed (D41, D43), for 02-atlas.md §6.6–6.7. Each kind keeps 13.2’s rates: a material at 40% and equipment at 4%, the band’s weapon of the highest item level at or under the kind’s (the Mossway swords at iL 3, 6, 9; the Glasslands’ at iL 12, 15, 18, sold at the Last Milepost). Item ids are assigned when built (next free 43).

Kind Material (40%) Note
Teacup Puddling Chipped Teacup (48, 100%) A sell-to-vendor curio (4 brass); never equipment. Vanity once appearance items exist
Snagcat Bramble Whisker (49) Sells for 1, under the kill’s brass (13.4)
Rustpuff Rust Spore (50) Old Ponder’s quest item too. Sells for 1
Bog Puddling, Sump Puddling Glowdrop (37)
Tollkeeper Concord Coin (38)
Runlet none Adds drop nothing
Wickwren Snuffed Wick
Glassback Glass Shell
Cinderling Cinder Fleck
Chimehound Chime Shard
Mirrorkin Mirror Flake
Lamplicker Soot Scale
Pilgrim Afternooner Pilgrim’s Token
Slagworm Slag Bead
Lostbearer Dark Lantern Glass Names (quest) at 40% while the quest is open
Sump Dimwing Dimwing Membrane
Boss Once a day per character (15.1)
The Puddle Mayor Brass at 60x; one iL 10 Glass-grade equipment piece (100%); the Mayor’s Tricorn (hat, 15%) or Chain of Office (accessory, 15%); Glowdrops x5–10; +1 Ember counter (13.4)
The Cinder Eye Brass at 60x; Cinder Heart (40, 100%, built); one iL 20 Glass-grade equipment piece (100%); the Eyelid Plate (shield, 15%); Kiln Glass x3–6; +1 Ember counter

14. Social

Chat follows docs/platform.md and D17: 13+, pings, markers, raid callouts and preset phrases at launch, no free text and no direct messages. Guild free chat for verified 16+ comes later, once moderation operations exist (10-operations.md). Every system below works without free text, and nothing needs voice.

14.1 Signals (preset phrases)

14.2 Chat channels

Channel Scope Notes
Map Players on your map in your channel Bubbles and log
Party, Guild, Raid Members
Region All channels of your region, 1 message per 30 s Beacon, boss and Crossing calls
Trade Structured links to Exchange listings, not text
System Server messages, titan calendar, Stride, events

14.3 Pings and markers

The raid’s third phase (02-atlas.md §4) and every dark map are built to be run with these.

Pings (ping key, middle mouse, L3, or long-press the chat icon, then a direction):

Ping Meaning Shows
Here Look here A ring and a sound
Go Move there An arrow
Danger Avoid A red-amber burst
Lampghosts Lampghosts here, even if unseen A cold ring round a warm dot, the ember glyph (only where you can see one)
Light Need light here A lantern glyph
Shutter Shutter or hood now A closed-shutter glyph
Motes Spill or carrier to protect A spark glyph
Help I am Downed or out of fuel Your portrait

Markers (party leader, raid leader and raid assists):

Pings and markers carry no free text, so they need no moderation beyond rate limits and block (20).

14.4 Guilds

14.5 Friends, blocks and emotes

14.6 Hearthrooms (Season 2 or later)

An instanced room in your bound hold that walks with its titan. Furniture is crafted (Hidewright, Lampwright, Hornsmith), dropped or bought as cosmetics; friends and guildmates visit; a trophy wall shows boss kills and lore finds. It is the best power-free sink for brass and Starglass and a second market for crafters. Not at launch: a large UI and content cost that does nothing for the leveling path.


15. Group content

15.1 World bosses

One per region, from 02-atlas.md: the Puddle Mayor (10, the Soak), the Cinder Eye (20, the Kiln), Old Gutter (30), the Bellwether (42), the Dusk Roc (55), the Pale Tenant (68, the Under only), the Drowned Bell (80), the Afternoon Prince (92), Hob Sallow and the Black Tide (104). Wend’s Absence (120) is a world singleton (15.2).

Rule Value
Instance An instance process, not a channel (04-architecture.md §4). Up to 60 attackers per instance, drawn from every channel through a ticketed transfer from the boss’s field
Window Every 6 h per boss, staggered by region so each Bell has about one window somewhere; the Pale Tenant’s windows fall in the Under. The calendar shows them
Instances A window lasts 30 minutes. The first instance opens at the start; another opens whenever every open one is full, so about three channels’ worth of players fight it across the window (08-scale.md §7)
Announce Region chat and the minimap 5 minutes before a window
HP 2,500x a normal monster’s HP at its level, +4% per attacker beyond 10, to 60
Fight length 4–8 min with 20–40 attackers (3.3)
Eligibility 1% of total damage, or healing or shielding equal to 1%, or 60 s in combat in range (built: the damage share, for any boss)
Loot Personal; the full table once per boss per character per day, then a participation chest. 50 motes per eligible player (7.2)
Fail Resets after 60 s with no living attacker

Larger fights (150 in one instance) are a later aspiration that needs S1b and S2 headroom; the design must work at 60.

The first two, designed (02-atlas.md §6.7, proposed, D43). Open-world life is the table above; a Trial (15.6) is a dungeon boss, 400x a normal monster’s life, times 15.3’s (0.4 + 0.1 x party size). Hits are shares of mid-class life at the boss’s level (3.4).

The Puddle Mayor (10) The Cinder Eye (20)
Open world, to 10 attackers 662,500 (+4% per attacker beyond 10) 2,455,000 (likewise)
Trial, party of 2 (the bot fight) 63,600 235,680
Trial, party of 6 106,000 392,800
Touch 40 (17%) 70 (17.5%)
Telegraphed hits Landing ring 91 (40%); wave 57 (25%); belly-flop 91 (40%) Dash 100 (25%); ember ring 140 (35%); weeping arc 100 (25%)
Its mechanic A Runlet that arrives heals 2% of its life The Sweep: 60 (15%), Guttered 5 s and one Cinderling per player caught
Phases (hook phase at) 0.75, 0.5, 0.25 0.5, 0.2
Motes 50 per eligible player (7.2) None: Cinderkin release none (7.2); the built boss_motes 50 goes
Bot fight mayor-fight: two level-10 bots, 3–5 min, at most 2 relights boss-fight: two level-20 bots in the Kiln, 3–5 min, at most 2 relights

At about 260 damage a second for an at-level level-10 Warden’s Sweeps (3.3) and 940 at 20, two bots need about 2 minutes of hitting for either Trial; dodging, Runlets and the Sweep take the rest of 3–5.

15.2 World singletons

A world singleton exists once per world (04-architecture.md §4): the titans, Wend’s Absence, the Pale Tenant’s resolution, Morrow, the Sunline and Act state. worldd owns the state; channel and instance processes render a read-only copy and report contributions in batches.

15.3 Party dungeons

Instanced, 1–6 players, 20–30 minutes; approach, two mini-bosses and a final boss with phases (02-atlas.md §3 owns the fights).

Dungeon Band Entry Final boss Light mechanic
The Gutterworks 28–34 28 The Chandler (34) Wax floors soften under light; Taper Rain melts what it lights
Hornheart 55–60 55 The Gnaw (60) Jump the Heartbeat; two players hold the tap valves while four fight
The Orrery 85–90 85 The Reckoning Engine and the Gilded Hour (90) Vulnerable only on ring alignment; jam four drive gears
The Heartchamber 102–106 102 The Cinder Choir (106) The Last Lighting ends only when the players let the lanterns go out; Homing pulls lanterns

15.4 The raid: the Second Noon

Level 120, iL 125–130, flexible 12–18 players (D18). HP and mechanic counts scale with size; 18 is not easier per player than 12. Expected composition: 2 Protectors, 3–4 Sustain, the rest any. Phases from 02-atlas.md §4:

Phase Systems
1. The Sunlift Three lifts move only while balanced: lift weight and lantern intensity within 1 of each other. Players cross between lifts; a lift that tilts more than 2 stalls for a 20 s crank
2. Provost Aumbry Proclamation of Noon: every shadow vanishes; stealth and Gloom skills fail; Dazzled stacks every 3 s. Four tethers throw shade that clears 1 stack per second. Sparing Sallis: no player has hit him when he kneels at 50%
3. The Second Noon Glare stacks on everyone and cannot be cleared. Four groups carry four cores to four tethers: Mossback (any hit drops the core), Greyhorn (sprint between Charges), Ystra (step on the beat), the Moth Queen (a Lightless route: shuttered players and Shades see it and lead with path pings and world markers, 14.3)
4. The Return One flame bar, no boss bar. The raid escorts the flame to the Absence’s heart while Titanshades try to snuff it

15.5 Weekly reset

Tuesday 15:00 UTC, the Turning boundary (shown in local time): raid lockouts, weekly quests, Deep-touched lockouts, boss-ladder lockouts (15.6), the Deep’s weekly seed, Omens, guild weekly caps, the Favor curve, the Sunline netting and the new Stride. Maintenance, if any, uses the same hour (D14).

15.6 Boss ladder (D27)

MapleStory’s endgame is its weekly boss list: each boss has Normal, Hard and harder tiers, a party of 1–6 works down the list, and “which tiers do you clear” is how players measure themselves. World bosses here are open fights for 60, and the raid arrives only with Act V, so the launch cap needs a small-group ladder:


16. PvP

Not at launch. Open-world PvP never. Opt-in Sparring later; a normalized arena only if players ask for it after Season 2.

Later: Sparring (Season 2): consensual 1v1 or party-against-party duels in hold courtyards, stats normalized to a band template, no rewards beyond a tally.


17. World structure for systems

17.1 Regions

Names, maps and monsters are 02-atlas.md’s. Lampghost share is the share of spawns that are Lampghosts (and so release motes); the rest are creatures, machines and people.

# Region Band Surface tier (6.4) Strata Lampghost share Docks World boss Dungeon
1 The Mossway 1–10 Dusk Dim, Dark 85% Mossback (kneels) The Puddle Mayor (10) —
2 The Glasslands 10–20 Dim Dark, Black 60% Mossback (north rim), Greyhorn (south) The Cinder Eye (20) —
3 Tallowmere 20–30 Dim Dark, Black 85% Mossback (Wickshore); Ystra passes Old Gutter (30) The Gutterworks
4 The Furrows 30–42 Dim, then Dark Dark, Black 50% Greyhorn (Hornrest) The Bellwether (42) —
5 The Cloudshelf 42–55 Sunlit tops, Black under the cloud Black, Black 75% Ystra (Mooring Spire) The Dusk Roc (55) Hornheart (via Brazenbrow)
6 The Combs 55–68 Dark Black, Black 60% The Moth Queen (roosts), Greyhorn (south mouth) The Pale Tenant (68) —
7 Lowlight 68–80 Black Black, Lightless 75% None The Drowned Bell (80) —
8 Highnoon 80–92 Dark, Sunlit in held mirror-light Black, Black 75% Greyhorn (east gate), Ystra (high) The Afternoon Prince (92) The Orrery
9 Wend’s Fall 92–106 Dark Black, Lightless 40% None (Wend is dead; the Moth Queen lands) Hob Sallow and the Black Tide (104) The Heartchamber
10 The Sunfoot 106–120 Sunlit faces, Lightless shadows Black, Lightless 60% All four at the Convergence Wend’s Absence (120, singleton) The raid

Each region meets the density bar (08-scale.md §9): at most 6 surface maps and 2 strata, its own monster family, a camp (lit, with vendors, a beacon, a kitepost and a Tetherline station), a world boss, a quest line, at least one hidden map, an Omen set, and one frame-worthy vista. The Deep sits under the strata (08-scale.md §4).

17.2 Channels and maps


18. Endgame and live ops

18.1 At the cap

An engaged player’s week, about 8–12 hours:

Activity Cadence Time Gives
The raid Weekly lockout 90 min Raid gear, Marks
Deep-touched dungeons 3 a week 25 min each Set pieces, glyph ink
The Deep Weekly seed, any number of runs 20–40 min a run Depth leaderboards per class and party; Sunline grants (7.4); Deep cosmetics
World bosses Daily per boss 5 min each Ember-set gear, cosmetics, motes
Boss ladder Trials (15.6, D27) Weekly per tier 10 min each Ember-set gear, dust, ink, Boss Marks, titles
Guild contracts Daily 20 min Brass, Guild tallies, Spare Flames
Crossings Several a day 15 min Favor, cosmetics, Sunline grants
Banking motes: every field kill, and runs below for the carry-home loop at its richest Ongoing — The Sunline, Favor, the Kept the Light chest
Lantern ranks and wicks Ongoing — Light radius and utility; fuel and capacity for the Deep
Gathering, crafting, the Exchange Ongoing — Brass, a career
Alts Ongoing — Wayfarer’s Mark (5.4)

Power after the best gear comes from Hornbinding and Lantern Rank, both capped per Season, so there is no infinite grind. The cap is 60 at launch (D1) and rises with each Act update. At 60, the endgame is the Gutterworks and Hornheart on Deep-touched, the Deep, the world bosses of regions 1–5 and the Sunline; later Acts add their dungeons, and Act V the Second Noon raid.

18.2 Seasons

A Season (10–12 weeks) is a run of events and additions; Acts keep their own schedule (9.1). After Morrow, each Season also brings a new Dawnmark (7.6). Each Season adds a free seasonal track (cosmetics, titles, 300 Starglass in total), a premium cosmetic track (19), an Omen set, Deep pieces, a balance pass, and usually a new branch, dungeon or region. Expansions (about yearly) add a titan route, a region band and a cap raise. Events are in 8.8.

18.3 Calendar

Daily reset 15:00 UTC; weekly reset Tuesday at the same hour. A live event at least every 2 weeks.


19. Monetization

Free to play: cosmetics, conveniences and a subscription. Canon: never sell power. The test for a new item: if a paying and a non-paying player of equal time and skill could end up with different stats, kill speed, XP rate, drop rate, success chance, fuel, motes, Favor or Sunline weight, it is not sold.

19.1 What is sold

Category Examples Price (USD)
Starglass 500 = $4.99, 1,100 = $9.99, 2,400 = $19.99, 6,500 = $49.99 Base $0.01 per Starglass; bonus only on larger packs, at most +30%
Outfits Full costumes 1,200–2,000 Starglass ($12–20)
Single cosmetics Hat, cape, weapon skin 300–800 ($3–8)
Lantern skins and glass colors The signature cosmetic 400–1,200 ($4–12)
Emotes 200–400 ($2–4)
Mount looks Same speed as the free level-30 mount 1,000–2,000 ($10–20)
Character slots Base 4, up to 24 800 ($8)
Storage tabs (4), bag upgrades (2) Beyond the earnable ones 500 ($5) each
Name change, appearance coupons 300–1,000
Seasonal premium track Cosmetics only, all earnable in-season by playing 950 ($9.50)
Hearthroom furniture (later) 100–1,500

19.2 Hearthbond

$9.99 a month, or as a Hearth Writ item tradeable on the Exchange for brass (D16; Writ listings capped per account per week). Gives 500 Starglass a month, a monthly cosmetic, +20 Exchange listings, +2 storage tabs while active, a free appearance change a month, and a saved Tetherline destination set. Nothing that touches XP, drops, brass earned, fuel, oil, motes, Favor, Hornbinding or loot.

19.3 Never sold

19.4 Minors and spending

13–17 accounts: a $50 monthly cap by default, adjustable by a verified parent; no purchase prompts in the first session; no limited-time timers under 72 h; no Starglass gifting to or from minors. Purchases go through Apple and Google IAP, and web in the US (docs/platform.md).


20. Safety

Policy is docs/platform.md’s and 10-operations.md’s (13+, US first, preset chat, no direct messages, report and block everywhere). Systems commitments:


21. Anti-cheat

The server runs the sim; clients send input frames only.

Area Rule
Movement The server simulates bodies; clients predict and are corrected. Speed, jumps and teleports are checked against the sim
Damage, crits, drops, motes Rolled on the server from the zone RNG. Clients never send damage, motes or draws
Targeting The auto-target cone is validated on the server; no free aim, so no aimbot to build
Cooldowns, resources, fuel, stamina Server-owned; inputs for an unavailable skill are dropped
Inventory, trades, the Exchange Server transactions with ids; no client inventory state
Light Server-computed analytic circles. Lampghosts outside light and unrevealed paths are not sent until revealed, so a light hack shows nothing
Lightbridges Solid on the server from trusted sources only, with the party grace in 6.9; the client cannot make a bridge solid
The Sunline Caps, trust weights, silent zero and weekly settlement (7.4, 7.7; 08-scale.md §10)
Botting Input timing variance, path repetition, 20-hour sessions, brass flows, mote patterns; a person reviews before a ban. Design lowers the payoff: personal loot, per-player nodes, bound items, daily caps
Rate limits Inputs at 60 Hz per player; menu, Exchange and ping actions rate-limited

22. Tuning and metrics

Bots and telemetry decide whether these numbers hold. Bots run in CI (the scenario gate and nightly sweeps); telemetry runs on live servers. First-session targets and retention benchmarks are 10-operations.md’s.

22.1 Bots

Bot Measures Target Alarm
first-session The 10-operations.md §4 steps in order Every step completes on 90% of seeds within 10’s time targets Any step missed
grind-- XP/min and kills/min on each band’s grind maps with at-level Glass-grade gear Within ±10% of 5.1 ±20%
kill-time- Seconds per normal, elite and dungeon boss 3.3 Outside by 25%
fuel Fuel left after each tier’s run below; a field trip’s fuel The drain table in 6.5; no burn in any field A tank runs dry more than 15% early or late; any field burn
hood Hood length and stamina 10 s (Shade 20 s) Any way to hood past stamina
grind-warden-field A new Warden through Mossy Field, Footprint Ponds and the Old Tollbridge, level 1 to 10, pure grind (tools/bots/run_grind_bot.gd, nightly on 4 seeds per class) 1.15 x (t(1) + … + t(9)) = 36.2 min ±15% (06 Phase 0 exit) Reported, not gated, in Phase 0 (2026-10-04): every class runs and a seed outside 30.8–41.7 prints gate=report; Phase A’s exit gates it again. First all-class run: Warden 36–41 min, Ranger ~52, Kindler ~43, Shade 47–83. With each class’s kit played (class-bots, 2026-10-05): Warden 35.7–40.8 (1–2 deaths), Kindler 37.5–39.8 (0–1), Ranger 42.9–44.4 (2–4), Shade 47.1–63.1 (7–12)
full-run Level 1 to 30 with quests (sim-only, accelerated) 5.1’s hours ±15%
crossing Event completion with 1, 10 and 40 bot players Completes with 10; fails gracefully with 1
dungeon- Normal clear by 6 mixed-role bots 20–30 min Over 40 or under 12
world-boss 20, 40 and 60 attackers 4–8 min Any instance above 60
schedule Titan routes over 60 days in every Stride Every loop divides 168 h; every dock of 4 h+ covers every hour of the day within a Turning; the Charge on day 5 and Glassbreak on day 7 Any violation
sunline 10,000 synthetic players over 12 Turnings with 7.8’s habits Healthy habits reach Striding in 3–6 Turnings; solo, no-oil habits reach Faltering in 1–3; a 1,000-bot farm moves S by less than 2% of W Outside
economy 10,000 synthetic players over 12 weeks with 11.2’s faucets and sinks Brass supply growth ≤ 3% a week

The grind bot plays from what a player sees: it walks, climbs, drops, hooks, sweeps, braces and bashes, and moves map to map through the portals by level, at the low end of each atlas band: Mossy Field for levels 1–3, Footprint Ponds from 4, the Old Tollbridge from 8. In town it sells its loot and spare swords, buys the Hornsmith’s best sword it can wield and afford, then Moss Tonics back up to 5; it walks home as soon as a better sword is affordable, swings the best sword it carries, and declines boons. Its map of each zone includes props’ footholds (the tollbridge deck is a prop) and never joins a surface that lies over itself.

The other classes play their kits 1–9 (Lodge skills wait for the induction at 10). The Ranger and Kindler back off a monster whose body comes within 26 u, turning for each shot or Spark with one tick of walk; the Ranger stands far enough off to aim at a target above or below, vaults over a monster when cornered, spends Focus on Split Shot (its spare arrows find a lone target) and Flares a Shrouded Lampghost. The Kindler Blinks clear within 12 u, Flarebursts two or more (one once Blink is spent) without Overheating, Kindles under a fresh Lampghost and holds a Spark that would Overheat her while backing off. The Shade keeps the glass cracked, spends Gloom on Shadow Fang, and backs off and Flickers away below 35% life while her tonic cools. The three pick a lone monster over a pack (48 u of walk per neighbour within 40 u). Nightly 2026-10-05, 4 seeds: Kindler 37.5–39.8 min (pass, 17.8–19.0 kills a minute); the Ranger 42.9–44.4, just over the band, loses its time to single-target kills (ponds 19.5–20.7 kills a minute against the Warden’s 23–25, the tollbridge 13–14 against 13–18), not deaths; the Shade 47.1–63.1 with 7 to 12 deaths, from level 5 on the ponds, where a two-target 55% x 2 cut with no defensive skill trades worse than Sweep and Brace. Both are balance findings for the class pass (the lever 4.9’s DPS budget names: the basic’s target count or use time), not bot changes.

Measured 2026-10-04 (nightly, 4 seeds): every seed reached level 10 in 35.0 to 40.6 sim minutes (35.3, 40.6, 38.7, 35.0), inside 30.8–41.7, at 17.5 to 19.6 kills a minute (about 690 kills, 1 to 2 deaths, 3 to 5 trips home; 14 s of wall time per run). Per level against §5.1’s cumulative 1.15 x t:

Reached 2 3 4 5 6 7 8 9 10
§5.1 (min) 1.7 4.0 6.9 10.4 14.4 19.0 24.2 29.9 36.2
Bot (min) 1.5–1.6 3.5–3.8 6.9–7.8 9.8–10.3 12.6–13.5 17.1–18.6 21.7–25.2 28.9–33.0 35.0–40.6

By map (minutes include walking through): Mossy Field 18–19 kills a minute at 8.7 XP a kill; Footprint Ponds 21–24 at 21; the Old Tollbridge 14–18 at 36. The tollbridge is the slow one: its Dimwings hover over the riverbed out of a Sweep’s reach, and the bot waits under them. A death costs the walk back from town through every map; the slowest seed died twice. On Mossy Field alone it took 81 minutes (114 to 117 before the damage formula and swords): its monsters top out at level 4.

22.2 Live telemetry

Metric Target
Time to level, p50 and p90, per level Within 15% of 5.1
Deaths per hour by band and class 0.5–2 in fields; a spike flags a map
Kill time per monster ±25% of design
Quest abandon rate Under 15% per quest
Trip length; runs below and fuel at return p50 trips 20–50 min; p50 runs below 20–40 min, most returns at 10–40% fuel
Motes caught, lost, banked, spent per player-hour Within 20% of 7.8
Sunline net per Turning; Stride history Healthy worlds slightly positive; no world Faltering more than 2 Turnings in 10
Brass per active hour; reference basket 11.2
Exchange listings held by the price guard Under 0.5%
Players per active field map 15–30 at the 04 density targets
Branch picks No launch branch under 6% or over 18% of picks at the cap
Time between visible increments (5.6) Median 30 min or less in every band
Class abandonment Characters left before level 30, by class: no class more than 1.5x the average
Reports per 1,000 player-hours Trend down

22.3 Playtesters

D28 keeps the game private until launch, so nobody outside plays it before then. Playtesters stand in for those outside testers: scripted personas that play every night, and an AI critic that plays a first session on demand and writes down where it got lost. Neither replaces people. They catch the regressions and confusions that people would hit first, on every build, before anyone can.

Persona bots (tools/bots/playtesters.sh, the nightly’s Playtesters job, 4 seeds each):

Persona Path Plays like Goal
Newcomer Real client Reacts 250 ms late (±60 ms, seeded), fumbles about 15% of jumps and attacks, does not know the map: it explores for portals and learns them as it takes them. It buys the first better sword it can afford, not the best, and never walks home just to shop Level 5
Explorer Fast Visits every map and every surface it can reach before grinding, walking, climbing and jumping up ledges within a jump’s rise (40 of 43.6 units) and reach. Reports surfaces it cannot reach that way (and whether the hook reaches them), dead ends it cannot walk back from, surfaces it did not reach within 30 s, and maps it could not get to within 300 s (it steers for the ledge in the air, not for where it is headed) Level 10
Newcomer (fast) Fast The newcomer’s brain, sight and hands, its keys read back into frames as inputs.gd reads them, with no client or network. A control, not gated: a gap between it and the real newcomer is the online path’s Level 5
Min-maxer Fast The grind bot (22.1) Level 10
Monkey Real client Seeded random mashing: chords, rapid toggles of I, Escape and E, clicks and wheel turns anywhere, keys held through portals, deaths and shops. It plays 10 sim minutes on 8 seeds Survive

“Real client” means game/main.tscn in a window, connected over WebSocket to a local server/server.tscn. The bot acts only through Input.parse_input_event: key presses held for real durations (at least 83 ms), and mouse moves, clicks and wheel turns at screen points. It reads only what the screen shows: the world inside the camera’s view, including footholds, portals and vendors it has seen so far, and the HUD’s numbers. “Fast” means InputFrames go straight into the sim with the whole map known. It measures pacing and map coverage, not the input path, and the report labels every row with its path.

Each persona reports:

The real-client runs also report:

The nightly fails on:

Everything else is reported, not gated. The table goes in the job summary, and the artifact holds report.json and every run’s logs.

AI first-session critic (tools/critic/, on demand). A model plays the real client the same way, one turn at a time. Each turn:

  1. The client draws a 1280x720 frame and reads the HUD’s visible text (hud_text.gd mirrors hud.gd’s strings; no hidden state).
  2. The server is paused and the model chooses one action.
  3. The game plays that action for 0.5 s.

The actions are move, jump, attack, E, skill bar N, potion, pack, escape, boon card N or pass, click X Y, and wait. Each turn the model also writes its goal, what it expects, and what confuses it. The persona is a prompt in tools/critic/personas/: newcomer, maplestory-veteran or kid.

The run stops after N turns or at level 5. Its report ranks confusions by how long they blocked progress (from the first turn that names a confusion to the next XP, kill, level, map or brass), with the frame each started on. It also includes the model’s goal over time and the full notes log.

The model is Claude Code headless (claude -p, default the latest Sonnet), on whatever subscription is logged in. No key is in the repo.

To run the critic:

Every turn is one model call, so a 40-turn session costs about 40 calls.


23. Launch scope and later

Launch scope is D1: Acts I–II, cap 60. This table is what ships at launch and what follows; “Act III”, “Act IV” and “Act V” mean the update that ships that Act.

System At launch Later
Classes 4 base classes, Lodges at 10; 8 branches at 30 and 60 (Lampguard, Ironbrow, Cinderwright, Tender, Pathfinder, Lurewright, Gapwalker, Pocketsmith) Deepening at 100 with Act IV; Stridewright and Ghostsworn in Season 1; Emberheart and Linerunner later
Levels 1–60, regions 1–5 92 with Act III, 106 with Act IV, 120 with Act V; expansions after
Light Lantern, ranks, fuel, oil belt, ambient tiers through Lightless, Glare and Sunlit maps, shutter, hood stamina, beacons, lightbridges, gloamways, glyph doors, Absences, 4 wicks Hush, Moth and Signal wicks
Motes and Sunline Extraction loop, Ledger, Favor, caps, Strides, the Vigil and the Stumble Dawnmarks with Acts III and V; the sun’s steps after Morrow, one per Season
Titans Mossback, Greyhorn and Ystra docked; Charge, Glassbreak, Crossings, Tetherline, kite-skiffs The Moth Queen, Lampblack, moth-skiffs and the Night Market’s skiff drops with Act III; the Convergence and Morrow’s birth with Act V; Morrow’s Road (expansion)
Story Prologue and Acts I–II; Act I at launch, Act II 4–6 weeks later (9.1); the Archive Acts III–V as updates; season events; Morrow’s Road
Items Five grades, affixes, Hornbinding, reglyphing, the Chandler’s, Burnward, Reckoner’s, Wendhome and Noonbreaker sets, cosmetics and wardrobe New sets with expansions
Economy Brass, Guild tallies, Favor, Marks, the Exchange, the Velvet Market, Hearth Writ, 3 gathering kinds, 6 professions —
Group 5 world bosses (regions 1–5); the Gutterworks and Hornheart (Normal, Hard, Deep-touched); the Deep The Orrery with Act III, the Heartchamber with Act IV, the Second Noon raid and Wend’s Absence with Act V; raid story mode
Social Parties, finder, guilds 1–20, friends, Signals, pings and markers, 40 emotes Guild free chat for verified 16+ (D17); hearthrooms and Guild Holdings (Season 2)
PvP None Sparring (Season 2)
Monetization Starglass shop, Hearthbond, Hearth Writ Seasonal premium track (Season 1), furniture
Platforms Desktop, web and mobile with the layouts in 2.4 Controller on mobile; a touch layout editor

24. Decisions this document depends on

Open and settled decisions live in 07-decisions.md. This document follows its settled launch scope D1 (Acts I–II, cap 60), server-wide Acts D2, the Lampghosts name D3, and its recommendations: the Moth Queen dusted until 68 D10, branch change for a brass fee and 7-day cooldown D11, maintenance at the Turning reset D14, shared storage D15, the Hearth Writ D16, pings, markers and presets at launch D17, a flexible 12–18 raid D18, about 150 hours to 120 D21, Lodgemarks for alts D26 (5.4) and the boss ladder D27 (15.6). New systems questions go to 07 with the next free number.