Knowledge from the fragments

The Codex

Lore, bloodlines, skills, creatures, and survival.

The Grid

The Grid is the pattern that makes the world possible — and the wound that can unmake it.

It is a sentient lattice of force and memory that exists in the space between every block, beneath every stone, within every living thing. It is not a god, though some worship it as one. It is not a tool, though those with skill can bend it. It is the connective tissue of reality: the invisible structure that decides which things can hold together, how far they can be pushed, and what they must pay to endure.

The Grid remembers. A place shaped by power is never quite the same again. A structure raised with skill compresses the Grid, gives it density, makes it hum with potential. Tear that structure down, and the density fades — but the Grid's memory of what was built there lingers, like a scar in the fabric of the world.

No one has ever seen the Grid directly. At best, those with the skill of Attunement glimpse its influence: flickers of light between the blocks, currents of energy flowing along invisible paths, the unmistakable sense that the world is watching.

Three Accepted Truths

  1. The Grid underlies everything that holds together — mountains, oaths, cities, and minds.
  2. When strained too far, it reacts — sometimes gently, sometimes catastrophically.
  3. It is alive. Not as a creature is alive, but as a storm is alive: vast, purposeful, and indifferent to the concerns of the small.

The Ages

The First Fears

In the oldest tales, the Grid has no name. It is simply "Whatever Strikes Back."

Hunters spoke of arrows that twisted in the air. Villages reported shared nightmares spreading through every sleeper in a single night. Wanderers found roads that no longer led where they had the year before.

These early peoples lived in a world where coincidence cut too sharply to ignore, where patterns repeated with cruel intention. Without better tools, they concluded that the world itself was moody, jealous, and alive.

The First Taboos

  • Do not build on certain hills. Too many roofs collapse.
  • Do not bury the dead with iron. Too many graves crack.
  • Do not speak certain names near water. Too many drownings follow.

No one knew why these rules worked. Only that breaking them invited the attention of something vast and unseen.

The Age of Saints and Schemers

As settlements grew into cities, fear alone was not enough. People began to claim friendship with the unseen power.

Priests, seers, and charlatans rose together, each insisting they understood the will of the world. Temples were built at places where reality felt thin — crossroads of dream and waking, shrines where prayers seemed to echo back.

Early miracle-workers learned that ritual, repetition, and sacrifice could tilt events in their favor... if they were careful.

Some preached that the unseen power was loving and just. Others noticed that the world did not particularly care about justice. It cared about balance and pattern.

The wisest left behind journals where faith and doubt wrestled on the page. In the margins of prayer books appeared the first diagrams: circles and lines, not yet named, but hinting at structure.

The Era of Charts and Heresies

A dangerous question took root: "What if the world is not choosing, but following rules?"

Scholars, mapmakers, and madmen compared centuries of omens, miracles, and disasters. Patterns emerged:

  • Certain wonders clustered along invisible paths.
  • The same blessing performed in different regions yielded wildly different results.
  • Some locations muted every charm; others ignited them beyond expectation.

From these observations were born the first forbidden diagrams — not holy icons, but charts. They marked hidden lines where strange events walked, knots where history kept returning to the same troubles, and hollow places where nothing ever quite stuck.

To the temples, these charts were heresy. To the few who understood them, they were the first glimpse of the Grid as structure, not whim.

This is when the word "Gridforge" began to be whispered: not as the name of a god, but as the name of the living pattern itself.

The Event

Every surviving story agrees on three points:

  1. Something vast was attempted.
  2. It reached too far into the Grid.
  3. The world has not been the same since.

Whether it was a desperate ritual to end a war, a grand experiment to reshape reality, or a quiet mistake in a forgotten tower — no one can say. The records contradict each other violently:

  • In some accounts, the sky shattered into geometric planes.
  • In others, time looped on itself for days, weeks, or years.
  • In still others, entire regions simply woke up different, as if they had always been that way.

What Is Certain

  • Boundaries changed. Roads no longer led to the same places. Seas shifted. Stars wandered.
  • Laws shifted. In some lands, death loosened its hold; in others, small wounds became perilous.
  • Belief broke. The gods failed to answer in familiar ways. Old prayers died on the tongue.

The Event fractured the world into fragments — separate landmasses that no longer share a contiguous geography. What were once neighboring kingdoms may now be unreachable except through gridgates: unstable Grid nodes where the lattice is thin enough to step between fragments.

Each fragment exists under slightly different Grid conditions, as if the Event left each shard vibrating at its own frequency. This is why different lands have different rules.

The old charts named the world before all this: Sael — in the Latticeword, the seal, the one whole pattern that held everything together. The Event broke the Sael. Almost: one fragment did not shatter, and so still wears the name — the largest, safest, most stubbornly intact land, where most lives begin. Everything else is the Korsael, the broken seal: the deadlier, richer shards that did not hold. The faithful hear Korsael and mean the Broken Lands; the Reaching hear it and mean the Made Lands — where the seal did not fail, but opened.

The Present Understanding

In the centuries since the Event, four dispositions toward the Grid have taken hold. They are not churches or armies but stances — ways of answering the same unanswerable question, argued over in temples, trade-halls, and the margins of forbidden diagrams alike.

Devotion

To the faithful, the Grid is divine — the Loom on which the world is woven — and the Event was its judgment. Salvation is devotion, so the Loom never again has cause to say no.

Pragmatism

To the runners, traders, and healers who relinked the shattered world, the Grid is simply the ground you stand on. They don't theorize it — they keep the gridgates open, the roads alive, and themselves breathing.

Measurement

To the heirs of the chart-makers, the Grid is a system to be measured, mapped, and bent. The cautious among them seal the wounds they map; the radical mean to reverse the Event — at the scale that caused it.

The Waking

To the bereaved, the husked, and the radicalized, the Event was the Grid beginning to wake — and its wounds are doors, left ajar. They mean to open them. It is the stance the other three fear more than they fear each other.

Most working practitioners of magic today fall somewhere between plain pragmatism and cold measurement. They may still light a candle to the old gods before a major working — not because they expect divine intervention, but because habit is also a kind of pattern, and the Grid has a long memory for patterns.

Magic as Negotiation

Magic is what happens when the Grid agrees with you.

A spell is not a bolt torn from nowhere. It is a request — framed in symbols, movements, and intent — asking the Grid to briefly permit something that otherwise could not be. Different traditions dress this in different language: contracts and prices, songs and resonance, keys and locks. Beneath all metaphors lies the same reality: the practitioner aligns their will with an existing pattern, or carves a new groove without tearing the world apart.

The Five Schools

Magery

The Direct Approach

Practitioners of Magery bend the Grid through force of will, channeling raw energy into fireballs, lightning, and kinetic force. It is the most common and most dangerous school. The Grid tolerates it, but too much raw Magery in one place leaves scars — areas where the lattice vibrates erratically for years afterward.

Resonance

The Harmonious Approach

Resonance practitioners work with the Grid rather than against it, finding frequencies that promote healing, growth, and protection. The Grid seems to welcome Resonance; spells of this school often work more efficiently than raw Magery, as if the lattice is pleased to cooperate.

Necromancy

The Coercive Approach

Necromancers force the Grid to recall what it has released — pulling echoes of the dead back into the world, draining life force, and corrupting the natural order. The Grid remembers the dead, and Necromancy exploits that memory. Places where much death magic has been worked become strange: cold, watchful, wrong.

Attunement

The Perceptive Approach

Not a school of action but of awareness. Those skilled in Attunement learn to read the Grid directly: sensing density, following ley lines, detecting hidden disturbances, perceiving what others cannot. At the highest levels, practitioners can feel the Grid's vast, alien attention turning toward a region.

Warding

The Structural Approach

Warders shape the Grid into walls, shields, and barriers. Where Magery tears and Resonance sings, Warding builds. A skilled Warder can make a room impervious to magic, reflect spells back at their casters, or create zones where the Grid is so rigidly structured that no magical effect can pass through.

Grid Density

The Grid is everywhere, but it is not uniform. Where sentient beings build — where they shape the world with skill and intent — the Grid compresses. It becomes denser, more responsive, more powerful.

A single shack in the wilderness barely registers. A city of stone, built by master carpenters and smiths, hums with Grid energy so thick that even the unAttuned can feel it: a heaviness in the air, a sense that the world is paying attention.

Ley Lines & Nexuses

Ley lines are natural currents of Grid energy. They flow between areas of high density like rivers between peaks. Where two or more ley lines cross, a ley nexus forms — a point of extraordinary magical potential. The greatest cities of the old world were built on nexuses. The gridgates that survived the Event cluster around them.

Grid density is not moral. It does not judge. A fortress built by tyrants generates as much density as a temple built by saints. The Grid responds to structure and intent, not virtue.

The Wilderness Trade-off

In areas of low Grid density — deep forests, open plains, untouched mountains — the Grid is ambient and diffuse. Magic is weaker here, but the natural world is stronger. Creatures are heartier, more alert, more difficult to tame. Plants grow richer. The land resists being shaped.

This is the fundamental tension of the world: civilization empowers magic but tames nature. Wilderness empowers nature but starves magic. No one can have both.

Imbuing

Certain creatures, long exposed to the Grid, develop materials saturated with its energy: bones that hum, hides that deflect spells, organs that pulse with specific magical frequencies. When a skilled practitioner extracts these materials and works them into crafted gear, the result is equipment that carries a fragment of the Grid's power.

Imbuing is not enchanting — it is not casting a spell on an item. It is embedding Grid-resonant material into the item's structure so that the item itself becomes part of the Grid's lattice. The effect is permanent and cannot be dispelled, because it is not magic. It is architecture.

The rarest ingredients come from the most dangerous creatures — those that have lived longest in the Grid's densest or most volatile regions. Champion-level monsters, ancient beasts, dungeon lords.

Gridgates & Fragments

The Event shattered what was once a single contiguous world into fragments — separate landmasses that exist in the same reality but are no longer physically connected. The Grid still links them, but the links are thin, unstable, and concentrated at specific points: gridgates.

A gridgate is a place where the Grid between two fragments is thin enough to step through. Most gridgates are fixed — anchored to ley nexuses that survived the Event. Some are temporary, flickering into existence during grid storms or when powerful magic disturbs the lattice.

Each fragment vibrates at a slightly different frequency, which is why the rules differ between lands. In one fragment, the Grid may be dense and volatile — magic is powerful but unpredictable. In another, the Grid may be nearly silent — magic barely functions, and survival depends entirely on physical skill and craft.

No one knows how many fragments exist. Explorers occasionally discover new gridgates leading to uncharted lands — new Korsael, waiting to be named. Some fragments are tiny — a single dungeon, a lost island. Others are vast, with their own civilizations and their own dangers.

One fragment stands apart: Sael, the only piece of the old world that held whole, and the homeland where most begin. Safe, complete, ruled by the old laws — but the deepest rewards lie out on the Korsael, the broken shards, where the Grid runs raw and the loot is worth the crossing. Home is Sael. The fortune is through the gate.

The Grid's Sentience

The Grid listens. The Grid remembers. The Grid answers.

This is not metaphor. Practitioners who work with the Grid long enough develop an unmistakable sense of being observed. Attunement masters describe it as standing at the edge of an ocean that is also an eye. The Grid is aware — not in the way a person is aware, but in the way a vast system is aware of its own state.

It does not speak. It does not command. It does not choose favorites. But it responds to patterns: rewarding those whose actions strengthen the lattice, resisting those whose actions strain it, and reacting with terrible force when pushed past its tolerance.

The Event was, in the most fundamental sense, the Grid saying "no."

What it said no to — what was attempted, who attempted it, and why — is the deepest mystery in the world.

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Stats

No levels. Stats gain passively based on which skills you use.

Strength (STR)

Determines your Hit Points (HP). Raised by combat skills, Mining, and Lumberjacking.

Pool: HP = STR | Cap: 125

Dexterity (DEX)

Determines your Stamina pool. Raised by rogue skills, Archery, Fencing, and Healing.

Pool: Stamina = DEX | Cap: 125

Intelligence (INT)

Determines your Mana pool. Raised by magic skills and crafting skills.

Pool: Mana = INT | Cap: 125

Stat Caps & Toggles

CapValueNotes
Total Stat Cap350Sum of STR + DEX + INT cannot exceed this
Individual Stat Cap125No single stat can exceed this
Starting Stats50 / 50 / 50Varies by race

Each stat has a toggle: Up (gaining), Down (losing), or Locked. Stats gain passively based on the skills you use. If you're at the total cap, a stat set to Up can only rise if another stat set to Down drops to make room.

Resource Regeneration

All resource pools regenerate continuously. The formula per resource:

rate = (1 / base_seconds) × (1 + (skill / 100) × gm_bonus) × race_regen_multiplier
ResourceDriver SkillBase Rate (skill 0)At GM (skill 100)
HPHealing1 / 3s1 / 1s
StaminaFocus1 / 0.8s1 / 0.4s
ManaMeditation1 / 4s1 / 1s × grid density

Skill Progression

How Skills Gain

Skills gain through use. Every time you perform an action tied to a skill, there's a chance to gain. The gain curve is logarithmic — fast early, slower at high levels.

  • Each skill has a toggle: Up (gaining), Down (losing), or Locked
  • Individual skill cap: 100.0
  • Total skill cap: 1000 (enough to GM 10 of 56 skills)
  • Skills only drop when toggle is set to Down and you're at the total cap
  • NPC Trainers in towns can train any skill to ~30.0 for gold

Total Skill Cap

With 1000 total points across 56 skills, you must specialize. A pure warrior might GM all 9 combat skills (900 points) and have the rest to spend. A jack-of-all-trades spreads thin. Choose wisely — or experiment freely, since you can always change your toggles.

The Denizens

Some things the Grid remembers should have stayed forgotten.

The fragments are not empty. Field and forest teem with ordinary life; the deep places and the scarred ones teem with worse. The roster below is drawn from the world itself — every creature currently walking the fragments, from the beasts you hunt or tame up through the Champions that rise where a zone is pushed too hard and the singular Wound-born birthed from the Event's own scars. Search it, filter it by tier, and learn the rest the hard way. There are others. There are always others.

Animal Behavior

Daily rhythm and roaming

Wild animals are not idle props. Species can be day-active, night-active, dawn-and-dusk active, or active at all hours. Grazers drift between food, water, herd, and den behavior; predators patrol territory and pursue prey; monsters roam more aggressively. Personal temperament nudges the range and cadence of each individual.

Food web and scavengers

Herbivores graze living vegetation and bunch into herds. Predators hunt by species or food-web role, with land and sea ecosystems kept separate unless a creature is one of the rare few that crosses between them. Scavengers answer corpses as carrion, feeding from the kill without taking the loot players earned.

Water, flight, and habitat

Aquatic creatures hold to water instead of wandering ashore. Schools keep together, sea predators work reefs and shoals, and leviathans roam wider bands of the sea. Air-breathing sea life surfaces. Amphibious creatures can cross land and water, while flyers cruise at their own natural heights and may use tree cover.

Wild breeding

Food-web animals can breed without player ownership. Wild offspring inherit the same genetics system used by pets, begin as juveniles, and grow into their adult size before they can breed again. Cross-species wild pairings are rare — only certain bloodlines will ever cross.

Nests and eggs

Egg-laying species do not appear as instant newborns. Birds and chickens use canopy or ground nests, sea turtles use beach nests, and drakes use secluded lairs far from players, dense Grid, and other nests. Each egg carries the exact rolled offspring: species, generation, parentage, and genome. When the hatch timer matures, the nest hatches that creature.

Players can take an egg from a nest. That is a real ecological choice: the hatch no longer happens, and the egg item keeps its creature data for future incubation systems instead of becoming a generic trophy.

Species cards below show what's known of each creature's behavior: food-web role, herd or pack tendency, aquatic habits, scavenging, wild breeding, and nest style where relevant.

Taming & Breeding

The Grid remembers what breeds true. So can you.

A companion is not a purchase — it is a project. You tame a wild creature, raise it through combat, bond it to you over days, and — if you have the patience and the skill — breed a line that improves with every generation. Training makes an individual better; breeding makes the bloodline better. What follows is the whole journey, with the real numbers drawn from the world itself.

Every figure on this page reflects the world exactly as it stands right now.

Taming — the Gateway

What can be tamed

Only creatures marked tameable will answer to Animal Taming — find them in the Denizens roster (filter by Tameable). Each carries a taming difficulty: the better the beast, the harder the break. A giant rat asks almost nothing; an ember drake asks nearly everything.

Taming success

Taming is an interruptible channel. Your chance the moment your skill meets the creature's difficulty, then rising as you outclass it:

chance = 45% + (Animal Taming − difficulty) × 1.2%

Clamped between 5% and 95%, and nudged up in thin-Grid wilderness (down in a dense town). You may begin an attempt from 20 points under difficulty. Outclass a creature by 60+ and the tame is guaranteed and instant — skill overwhelms it.

Control slots — how many you can command

Your command capacity is the average of two skills:

max slots = f( (Animal Taming + Animal Lore) ÷ 2 )

Each creature costs a number of slots (a bigger beast costs more). The thresholds, live:

Average of Taming & LoreControl Slots

Basic mounts are free

A horse or camel is a basic mount: anyone can ride one with no skill, no channel, and it costs zero control slots — up to 2 at once. The proud mounts (nightmares, drakes) stay behind the full taming gauntlet.

Commands — the Companion's Orders

A tamed thing is only as useful as the word it heeds.

How you give orders

Two ways, both instant. Speak to your companions aloud — say “all follow me”, “Grey Wolf stay”, “all guard me” — addressing every pet with all or one by name. Or right-click the creature for the same orders as a menu. A few commands then ask you to click a target: a foe to set upon, someone to guard, a route to walk.

Follow, Stay & Stop

  • Follow (“follow me” / “come”) — the default: it shadows you, closing the gap when you outpace it.
  • Stay — it holds this exact spot until told otherwise.
  • Stop — it breaks off the current fight but keeps its posture. A guard that stops chasing keeps guarding; a follower that stops keeps following.

Guard — a post, a person, or a place

Guarding defends — the pet holds near its charge and turns on anything that threatens it. Three forms:

  • “Guard me” — it shadows you and answers threats to you.
  • Guard someone — click a person or another companion; it protects them, following wherever they go.
  • Guard a spot — click the ground; it holds that place and clears what wanders in.

Attack & Patrol

  • Attack — say “kill” or “attack”, then pick the quarry. Every addressed pet sets upon it.
  • Patrol — mark two points up to 48 paces apart and it walks the beat between them, clearing threats along the route like a moving guard. It resumes the walk even after a restart.

Friend — let an ally command your pet

Name a trusted player a friend of a pet (up to 5 per companion) and they may give it the battlefield orders — follow, stay, guard, attack, stop — while you're around. They can never release, hand off, or retrain it; those stay yours alone. A friend must have the Animal Taming and Lore to handle the beast in the first place.

Transfer — hand a companion over

You can give a pet to another player outright. They must be close, willing (they confirm the offer), and skilled enough to control it — enough Animal Taming for its difficulty and a free control slot to keep it. The catch: the bond does not travel. Ownership passes cleanly, but the new keeper starts the bond from nothing — days of company and feeding, all over again. A companion is earned, never simply received.

A Mind of Its Own — Intelligence

A dull beast obeys the letter. A clever one understands the intent.

Wits shape behavior

A companion's Intelligence is not just a mana pool — it governs how well the creature thinks. Cleverness scales across a band, from the dullest at INT 10 to the sharpest at INT 100, and every point in between buys a little more sense. Raise it by training the stat, or by taming and breeding a naturally clever species.

Smarter beasts move smarter

Intelligence is judgment, not muscle — a clever companion plans a better path (footing itself is a matter of the body; see below).

  • Routes around walls instead of grinding into them, and searches farther for a way through.
  • Anticipates you — it leads a moving owner rather than trailing your heels.
  • Keeps up on its own — a bright companion paths back to you across real distance instead of blinking to your side.

Smarter beasts fight smarter

  • Defends you — from about INT 55, a companion turns on whatever strikes you (or whatever it guards), instead of fixating on its first foe. It only ever retaliates — it will never start a fight with another player on your behalf.
  • Picks its mark — a keen beast finishes the wounded, presses the most dangerous foe, and shuts down an enemy caster, rather than simply biting whatever's nearest.
  • Reads the ground — from about INT 69, it steps out of fire and poison rather than standing in the flames. A dull beast just burns.

Body — Speed & Footing

Not everything is cunning. How fast a companion moves and how well it clears rough ground is athleticism — led by Dexterity, with a little Strength behind it. A quick, powerful beast lopes faster and vaults a ledge up to 1.7 m high, where a sluggish one manages about 1.0 m and picks its way around anything taller. (This is true of wild creatures too — a bounding stag out-climbs a plodding boar.)

Nerve — when a companion breaks off

Courage is temperament, not a stat. A timid beast that is badly wounded in a fight it wandered into will retreat to save itself; a bold one holds the line to the last. Neither ever abandons a guard post or an order you gave to attack — self-preservation yields to duty.

These numbers reflect the world exactly as it stands right now.

Magic Companions

A beast that knows a spell is armed. A beast that knows when to cast it is dangerous.

Trained to cast

Through training a companion can learn the magic schools — Magery (arrow, fireball, lightning), Necromancy (curse, life-drain), Attunement (grid-lash), Resonance (mend & cleanse), Warding (a shielding ward) — alongside its breaths and special attacks. Casting spends the pet's mana (an INT-fed pool, so a clever beast has more to spend) and trains the school skill, exactly as it does for you.

Casting the right spell

A dim beast flings whatever it knows at random. From about INT 40, a companion reads the fight and picks its spell to suit —

  • Finishes the wounded with a hard single strike instead of chipping a fresh foe.
  • Opens up on a crowd — saves the fireball or the breath for two or more enemies bunched together, not one straggler.
  • Roots the runner and silences the mage — a spell with a snare or a stagger goes to a fleeing target or an enemy mid-cast.
  • Strikes the weak spot — it favours the element a foe is soft to and won't waste fire on something that shrugs it off.
  • Spends wisely — low on mana, it leans on cheaper magic (or its teeth) and saves the big spell for when it counts.

The same wits sharpen wild spellcasters, too — a high-INT enemy mage is a far deadlier fight.

The healer at your side

A clever companion with a supportive school doesn't just save its own skin — it tends you. It will mend your wounds when you drop low, cleanse poison and curses from you, and throw a ward over you before a fight breaks out. A dull beast only ever patches itself; the difference is judgment, and judgment is Intelligence.

The intelligence threshold above is read live from the world.

Breeding — the Requirements

Before two creatures will breed

  • Both are tamed and yours, present, and within 6 paces of you and each other
  • Neither is on breeding cooldown, a ghost, or in combat
  • They are the same species (cross-species pairings are rare, and only certain lines will cross)
  • Your Animal Breeding meets the minimum (0 by default; some pairings ask more)

Success & cooldown

A breeding attempt succeeds on:

chance = 50% + Animal Breeding × 0.5%

So a novice pairs successfully about half the time; a Grandmaster nearly always (up to 100%). On success, both parents rest for 48 hours before they will breed again — a Prolific bloodline halves that.

Genetics — How Traits Pass Down

Alleles, dominant and recessive

Every creature carries a pair of alleles for each gene — coat color, three stat lines, a special affinity, temperament, and cosmetic pattern. An offspring inherits one allele at random from each parent per gene, and exactly one trait expresses per gene:

  • A dominant trait shows with a single copy.
  • A recessive trait shows only when a creature inherits it from both parents.

This is why the rarest coats hide. A recessive Molten-core can ride invisibly through generations as a carrier — unseen until two carriers finally meet. Reading a creature's hidden carriers takes Grandmaster Animal Lore. Fixing a legendary trait into a line is a real, multi-generation project.

Mutation — where new rares come from

Each inherited allele has a small chance to mutate into something neither parent carried:

mutation = 2% at Breeding 0  →  10% at Grandmaster

Counter-intuitively, higher skill breeds more mutation, not less — a master's line throws prizes. A genuinely rare mutation neither parent showed is announced to the world when it's born.

Generations

A wild-tamed creature is generation 0. Each offspring is one past its higher-generation parent — a visible pedigree of the work you've put in.

Wild Eggs & Nests

Same genetics, different delivery

Player breeding and wild nesting use the same inheritance engine. The difference is timing: a successful player pairing produces the offspring for you, while an egg-laying wild pair stores that rolled offspring inside a nest until the hatch timer matures.

Why eggs matter

An egg is not a generic item. It carries the species, generation, parents, and full genetic payload of the creature that would have hatched. Taking it from the nest prevents that wild birth, but preserves the bloodline data on the egg item for later incubation rules.

Stat Inheritance

Breeding improves the baseline; training improves the individual

An offspring's starting stats are a fraction of its parents' average, and that fraction is your Animal Breeding skill:

offspring stat = parent average × quality  ±  5%
quality = 60% at Breeding 0  →  95% at Grandmaster

Capped by the species' own ceilings, and biased upward by stat traits (Titanblood, Quicksilver, Oracle-born). Training never carries forward — every offspring starts at level 1 with no training points. Only genetics inherit, so soft diminishing returns keep a bred creature worth raising.

The Trait Catalogue

These are the alleles a bloodline can carry — the whole living catalogue, pulled from the world. Every trait with a look wears it on the wolf below; the rest carry their effect in the blood. Rarity is set by how often a trait turns up in the wild and in mutation:

Rare Super Rare Ultra Rare — legendary

Worked Examples

1 — A dependable pairing

Two of your own Grandmaster-bred warhorses, same species, side by side. Your Animal Breeding is 100, so the pairing takes near-100% and the foal inherits about 95% of its parents' average stats — then starts at level 1 for you to raise. Both parents rest 48 hours.

2 — Fixing a recessive coat

You tame a plain Bay stallion that secretly carries recessive Molten-core, and a mare that carries it too. Neither shows it. Breed them and, by the coin-flip of inheritance, roughly one foal in four draws Molten-core from both sides — and finally ignites. Breed that foal onward to fix the ember-coat into the whole line.

3 — Chasing a mutation

At Grandmaster Breeding every allele your foals inherit rolls a 10% mutation. Pair enough generations and one morning a coat appears that neither parent ever carried — a Prismatic, cycling through every color the Grid knows. "A LEGENDARY mutation appeared!"

Controls

Camera & Movement

GridForge uses a third-person orbit camera with a free cursor. You can interact with the world, windows, and other players without locking your view.

  • WASD — Move your character
  • Right-click hold — Move toward the cursor; release to stop
  • Right-click + Left-click — Lock movement on (toggle)
  • Left-click — Interact (gather, place blocks, pick up items)
  • Q / E — Rotate camera
  • Scroll wheel — Zoom in / out
  • Space — Jump

Movement Speed

Movement speed scales with DEX. The formula for players:

speed = BASE × (1 + (dex − 50) × 0.002)

At DEX 125: ~+15% speed. At DEX 20: ~-6% speed. DEX provides a subtle advantage, not a dramatic one.

Grid Mechanics

Grid Density

Grid density increases when players build structures. Higher Carpentry skill = more density per structure. Density radiates outward and compounds with nearby structures.

  • Magic scales UP with local grid density (more mana regen, stronger spells)
  • Nature scales DOWN with density (taming, tracking, foraging stronger in wilderness)
  • Density does not decay over time — abandoned structures retain their contribution
  • Density updates when structures are built or removed

Density Spread Formula

effective_density = own_density × 0.6 + avg(neighbor_densities) × 0.4

Ley Lines & Nexuses

Ley lines are natural currents of Grid energy flowing between high-density areas. Where ley lines cross, a ley nexus forms — prime real estate for gridgates and the strongest magic.

The Civilization vs. Wilderness Tradeoff

This is the fundamental tension: civilization empowers magic but tames nature. Wilderness empowers nature but starves magic. A mage thrives in a built-up town. A tamer thrives in deep wilderness. You cannot have both.

Combat & PvP

Death & Loot Rules

Death rules vary by fragment. Each map has its own ruleset:

RulesetOn Death
Full LootAll items on corpse, anyone can loot
Limited LootSome items drop, some insured
No LootItems stay on player, respawn with everything

Death Penalties

  • All skills temporarily reduced by 5.0 points for 5 minutes
  • Respawn at bound location (your bed) or nearest town healer
  • Skills recover automatically after timer expires
  • Race death penalty multiplier applies (e.g. Marrowforged: ×0.60)

Murder System

Killing non-hostile players flags you as a murderer (red name). Murder count is tracked and carries consequences that vary by fragment. Safe zones are protected by NPC guards who attack murderers on sight.

Maps & Gridgates

Fragments

The Event shattered the world into fragments — separate maps connected by gridgates. Each fragment has independent settings for PvP rules, loot rules, Grid density behavior, NPC presence, skill gain rates, and monster difficulty.

Gridgates

Fixed locations on each map, typically at ley nexuses. Step into one and choose your destination from the available gates. Gridgates are Grid-powered portals between fragments.

Map Types

  • Prime Map: The main world. Full-featured.
  • Medium Maps: Themed areas (dungeon-heavy, wilderness, PvP arena)
  • Small Maps: Dungeons, instanced areas, event zones

The Gridtongue

Magic is what happens when the Grid agrees with you — and the Gridtongue is how you ask.

A spell is a request, framed in word and will. The Gridtongue (the old charts name it the Latticeword) is not a human language and was never invented: it is the set of frequencies the lattice answers to, the audible surface of the Grid's own structure. To cast is to pronounce, correctly, a pattern the Grid recognises as its own. The words appear in the air above the speaker because the lattice resonates them back as light — you are not shouting; the world is answering.

Why can it be spoken at all? Because some of it can be read. The scholars of the Era of Charts catalogued the syllables they could safely pronounce into the Charter; deeper readers chase the rest still. The deepest words — what the Event itself was — remain unspoken, and the wise leave them so.

Six Voices, One Tongue

Each school addresses the Grid in a different mood, and the tongue bends to match — the commanding schools fall hard, the cooperative ones flow soft, and the martial voice turns inward, steeling the body that speaks it.

Magery — Vor

"I bid"

Command. You bend the Grid by force of will; spoken too often in one place, the lattice vibrates erratically for years.

Resonance — Ael

"I join"

Harmony. Resonance sings; the Grid welcomes it, so its words flow and bind soft.

Necromancy — Morr

"I recall"

Coercion of memory. You force the Grid to give back what it released; the words come heavy and mournful.

Attunement — Esh

"I hear"

Inquiry. Not command but listening — breathy, sibilant, a question put to the lattice.

Warding — Thar

"I hold"

Structure. Where Magery tears and Resonance sings, Warding builds — blunt, solid words.

Tempering — Gar

"I steel"

Discipline. The lone martial voice — where the others spend the Grid, Tempering folds it into the body itself, and answers loudest where the lattice runs thin.

Dragons and primal beasts speak an older, un-catalogued dialect (Kaazh, Gruth) — the tongue as it sounded before anyone tamed it into the Charter. And because each fragment vibrates at its own frequency, the same word is pronounced a little differently from one land to the next.

The Charter — How a Phrase Is Built

Every incantation is built from a handful of root words by one rule:

[Voice] (Magnitude) Operation['Element] (Shape)

So Fireball reads Vor vael kor’emb: I bid — great — strike-fire. Learn the roots below and you can read any caster's intent from the words over their head.

Reading the Charter…

The Spellbook, Read Aloud

Every spell currently abroad in the world, and the words it speaks. Read from the lattice itself — new magic appears here as it enters the world.

Items & Gear

Tools for survival, weapons for war, and armor to endure the cataclysm.

The fragments are harsh, but they provide the raw materials to shape your own destiny. The catalogue below lists the items and gear of the realm — weapons, armor sets, shields, and mystical accessories — drawn from the vaults of the realm. Search by name, category, or description, and click any piece for its full details.

The Twenty-Three

Artifacts & Trophies

Every great foe leaves a collection with a history: a guaranteed remnant, an authored artifact, and a trophy that proves the victory.

Bind four matching remnants with an exceptional base to assemble the artifact, or win the finished relic as a rare direct drop. Search the complete collection by boss, relic, effect, material, or trophy. Every entry below uses its live in-game model.

Formulas

The Grid remembers every number. Here are the equations that drive the world.

These are the actual formulas that drive damage, healing, skill gains, and more. No hidden modifiers — everything you need to understand the numbers behind the world.

Melee Damage

Raw Damage

Every physical swing — player or creature — passes through the same pipeline.

str_bonus = (STR / 100) × 0.50
skill_bonus = (weapon_skill / 100) × 0.60
tactics_bonus = (Tactics / 100) × 0.30
anatomy_bonus = (Anatomy / 100) × 0.20
lj_bonus = (Lumberjacking / 100) × 0.25   (axes only)
raw = weapon_damage × (1 + str_bonus + skill_bonus + tactics_bonus + anatomy_bonus + lj_bonus)
VariableSourceDefault
weapon_damageWeapon item properties (or 4 unarmed)4
STRYour effective Strength stat50
weapon_skillSwordsmanship, Fencing, Mace Fighting, Archery, or Wrestling0
TacticsTactics skill value0
AnatomyAnatomy skill value0

Armor Reduction

Armor uses diminishing returns — stacking armor has less and less impact. The softening constant k controls how fast returns diminish.

armor_reduction = armor / (armor + 50)
ArmorReduction
1016.7%
2533.3%
5050.0%
7560.0%
10066.7%

Final Damage

After raw damage is computed, it passes through all defensive layers multiplicatively.

final = max(1, raw × (1 − armor_reduction) × (1 − race_resist) × (1 − tempering_resist) × (1 − buff_resist))

Damage can never drop below 1. Race resist can be negative (a vulnerability), capped at −75% to +95%.

Parry & Block

Parry Chance

Parrying is player-only. A held shield raises the cap; without a shield you still parry with your weapon at a lower cap.

base_chance = (Parrying / 100) × cap
dex_bonus = (DEX − 50) × 0.001
parry_chance = min(base_chance + dex_bonus + shield_bonus + tempering_bonus, 0.60)
ConditionCap
With Shield45%
Weapon Only30%
Hard Cap (absolute max)60%

A successful parry consumes the hit for 0 damage and trains Parrying.

Swing Speed

Attack Cooldown

How often you swing depends on your weapon speed and DEX.

dex_factor = max(0.1, 1.0 + (DEX − 50) × 0.005)
cooldown = 1.5 / (weapon_speed × dex_factor)
clamped to [0.5s, 4.0s]

At DEX 50, the dex factor is neutral (1.0). At DEX 125, you swing ~37% faster. Unarmed speed is 1.3.

Spell Damage & Healing

Spell Power

Every spell — from a cantrip to a dragon's breath — flows through one power formula.

skill_mult = school_skill / 100   (capped at 1.0)
power = base_power × skill_mult × density_mod × school_mult

The base_power is set per spell in the spellbook. school_mult is your race's affinity for that magic school (neutral at 1.0).

Grid Density Modifier

Magic scales with local Grid density — the fundamental civilization vs. wilderness tradeoff.

density_mod = 0.70 + normalized_density × (1.80 − 0.70)
LocationDensityModifier
Deep Wilderness0.0×0.70
Small Settlement0.3×1.03
Town0.6×1.36
Dense City1.0×1.80

Inverted Density (Tempering)

The martial Tempering school inverts the curve — strongest in the wild, weakest in towns.

inverted_mod = 1.40 − normalized_density × (1.40 − 0.70)
LocationModifier
Deep Wilderness×1.40
Dense City×0.70

Spell Damage Mitigation

Spell damage passes through the same resist layers as physical. Physical-type spells also reduce by worn armor.

final = max(1, power × (1 − mob_resist) × (1 − armor_red) × (1 − race_resist) × (1 − buff_resist))

After resist, Magic Shield absorbs remaining damage from a finite pool before it reaches HP.

Spell Mana Cost

Mana costs are modified by your race and equipped gear.

effective_cost = base_mana_cost × race_cost_mult × item_lower_mana_cost

Tempering spells spend Stamina instead of Mana (the body's coin, not the Grid's).

Bandage Healing

Heal Amount

Bandage healing scales with both Healing and Anatomy skills, modified by race.

heal = 15 × (1 + Healing / 100) × (1 + Anatomy / 200) × race_healing_mult
Healing SkillAnatomyApprox. Heal
0015
505028
10010045

Bandage Application Time

time = 6.0 × (1 − (Healing / 100) × 0.50)

At skill 0: 6 seconds. At GM (100): 3 seconds. Moving cancels the bandage.

Poison Cure Requirement

required_skill = 30 + (poison_level − 1) × 20
Poison LevelRequired Healing
1 (Lesser)30
250
370
4 (Lethal)90

Resurrection requires Healing 80+. The target returns at 25% HP.

Resource Regeneration

Regeneration Rate

All resource pools regenerate continuously, driven by a related skill.

rate = (1 / base_seconds) × (1 + (skill / 100) × gm_bonus) × race_regen_mult
ResourceDriverBase RateAt GM
HPHealing1 / 3s1 / 1s
StaminaFocus1 / 0.8s1 / 0.4s
ManaMeditation1 / 4s1 / 1s × density

Skill Gain

Gain Per Use

Skills gain through use on a logarithmic curve — fast early, slower at high levels.

gain = 0.50 × difficulty × (1 / (1 + current_skill0.5))
Current SkillApprox. Gain
00.50
100.12
250.08
500.06
750.05
1000.05

Some actions have a difficulty multiplier (e.g. curing poison = 2.0). Skills only gain when toggled Up.

Stat Gain

Stats gain passively as a side effect of skill use. Each skill gain has a 10% chance to trigger a +1 stat gain for the skill's associated stat (STR, DEX, or INT).

Stats only gain when toggled Up. If at the total cap (350), a stat set to Down must drain first.

Movement Speed

Player Movement

speed = BASE × (1 + (DEX − 50) × 0.002)
DEXSpeed Modifier
20−6%
50±0% (base)
100+10%
125+15%

Crafting Quality

Quality Roll

When you craft an item, quality is rolled based on how far your skill exceeds the recipe minimum.

skill_factor = clamp((skill − min_skill) / (100 − min_skill), 0, 1)
floor = 0.55 + 0.30 × skill_factor
ceiling = 0.95 + 0.05 × skill_factor
quality = random(floor, ceiling)

At minimum skill: quality ranges 0.55–0.95. At GM: quality ranges 0.85–1.00.

Quality Scaling

Quality affects weapon damage, armor value, durability, and tool speed:

stat_scale = max(0.80, 0.85 + quality × 0.30)

An exceptional item multiplies this by an additional bonus (set per recipe). Durability also multiplies by the crafter's race durability multiplier.

Exceptional Chance

Exceptional items can only roll when your skill meets the recipe's exceptional threshold (default 95).

exceptional_chance = 10% + race_bonus

Most races have a neutral (0%) bonus. Some races carry a racial exceptional craft bonus that raises this chance.

Grid Density

Density Spread

Each chunk's effective density blends its own structures with its neighbors.

effective_density = own_density × 0.6 + avg(neighbor_densities) × 0.4

Normalized Density

The raw density is normalized to a 0–1 scale using the density scale constant.

normalized = clamp(raw_density / 100, 0, 1)

This normalized value drives every density-dependent calculation: spell power, mana regen, nature skill scaling, and taming effectiveness.

Cast Time & Cooldowns

Effective Cast Time

Cast time is modified by equipped gear (Faster Casting) and race.

cast_time = base_cast_time × faster_casting_mult × race_cast_mult

Clamped to a maximum of 6 seconds. God mode casts are always instant.

Spell Cooldown

cooldown = base_cooldown × race_cooldown_mult × item_casting_speed

Race and item multipliers stack multiplicatively. Cooldowns start after the cast completes (not when it begins).

Melee Rider Effects

Life Leech (Curse Weapon / Sanguine Pact)

heal = max(1, damage_dealt × leech_fraction)
BuffLeech %
Curse Weapon15%
Sanguine Pact25%

Reactive Armor

reflected = min(damage × 20%, attacker_hp − 1)

Reflects a fraction of incoming damage back. Can never be lethal — the attacker always keeps at least 1 HP from the reflect.