Element Codex · 100 Elements →
World Bible • Beta Canon Edition
World Bible • Design and Implementation Reference

KARMA: YIN & YANG
The World Bible

A living, source-conscious encyclopedia of races, evolutions, spiritual releases, character creation, Yin and Yang, karma, combat, equipment, world systems, and implementation requirements.

10 Races5 Disciplines16 Named Stats3,000 Soul Seeds40 ChaptersExplore 100 Elements ↗
Quick-reference charts

Races at a glance

Proposed affinities (1–5), not direct combat modifiers. Any stat-qualified player can learn any ordinary weapon; Anima’s pre-evolution equipment lock still applies.

Natural tendencies

RaceMeleeRangedSpiritDefenseSupportSpeed
Shinigami435344
Demon435522
Kinsei255334
Seraph355354
Fallen535423
Whitelighter432344
Gedōshin534325
Onikage543524
Anima521413
Human331232

Discipline compatibility

RaceShuraKongōeiHadōgenJōreishiKekkaishi
Shinigami43554
Demon45523
Kinsei43535
Seraph33555
Fallen54524
Whitelighter43244
Gedōshin53424
Onikage55423
Anima54212
Human33112

KARMA: YIN & YANG — The World Bible

Master design and help reference • Edition 1.1 • 21 October 2026
Universe: KARMA: YIN & YANG • Development: Unity 6.6, Mirror, modified uMMORPG 2D DE • Primary target: Windows PC

The rule of this book: Do not mistake a design proposal for an implemented feature.
[ESTABLISHED] means explicitly established in the project's conversations or the supplied racial encyclopedia / help drafts; it does not independently prove that working Unity code exists.
[PROPOSED] means a deliberate specification for future implementation, including any sample numbers.
[VERIFY IN PROJECT] means an existing design claim whose current assets, code, live values, or wording must be inspected in the actual game project.
[OPEN] means a design decision or naming conflict not yet settled.
This is a master design-and-help book assembled from available project discussion and documents. The original C: drive HELP files, all Unity scenes, ScriptableObjects, and databases were not supplied. This is therefore a comprehensive working Bible, not a certified dump of every implemented mechanic.

Contents

  1. The world and its foundational laws
  2. A new player's journey
  3. Character creation: every choice and consequence
  4. The sixteen attributes and character development
  5. Combat calculations and multi-attribute actions
  6. Universal equipment and the many weapon families
  7. Living spiritual weapons: any release can become any shape
  8. The five universal disciplines and fourteen roles
  9. Racial encyclopedia: all ten identities
  10. Racial evolution, judgment, and transformations
  11. Yin, Yang, Karma, Reputation, Crime, and the Wanted system
  12. KO, hospital rescue, death, corpses, ghosts, and rebirth
  13. The 3,000 unique soul blueprints
  14. Kidō, elemental power, active and passive skills
  15. Release quests, incantations, and spiritual growth
  16. Houses, No House, squads, nations, and organizations
  17. Realms and places of the world
  18. Quest design, relationships, aging, and social systems
  19. Professions, gathering, crafting, and equipment economy
  20. Movement, transportation, travel, and map navigation
  21. PvE, enemy AI, bosses, wars, raids, PK and PKK
  22. The HUD and interface encyclopedia
  23. Fishing, consumables, inventory, and dropped loot
  24. Governance, moderation, prisons, and anti-bot rules
  25. Implementation, data model, and server authority
  26. Acceptance tests and balance requirements
  27. Wiki publishing rules and unresolved decisions
  28. Appendices: charts, terminology, sample journeys
  29. Reincarnation, soul continuity, and rebirth
  30. Two extra stat points per level through living the world
  31. Elemental Codex: 100 elements, organized into 12 families
  32. Property, homes, land, buildings, and player housing
  33. Player-run systems, businesses, guild services and civic economy
  34. Auctions, bazaars, trade contracts and merchant gameplay
  35. Sailing, ships, docks, ports, ferries and nautical professions
  36. Expanded professions, trade skills and alternate careers
  37. Taming, companions, pets, summons and animal care
  38. Horses, stables, riding, wagons and land transportation
  39. Strengths, weaknesses, tradeoffs and how to document them
  40. Production blueprint: how all systems connect

1. The world and its foundational laws

1.1 The premise [ESTABLISHED]

KARMA: YIN & YANG is a Bleach-inspired spiritual MMORPG with its own races, countries, names, organizations, mythology, releases, and character histories. Four living Human nations compete and govern themselves. The afterlife is not merely a place to farm: The Spirit World, The Reicht, Limbo, and Demon World have their own politics, residents, military organizations, rivalries, and quests. Powerful outsiders are not automatically permitted to intervene in mortal politics. A character can change realms and races while retaining an accumulating personal identity.

The current Spirit King is sealed in a crystal. An earlier Soul King existed approximately one million years before the present era, and his Angels survive as the ancient Fallen lineage; their king disappeared long before the current Spirit King's era. Seraphs are not that ancient civilization. They are the celestial evolution of deceased, favorably judged Kinsei.

1.2 Seven unbreakable design rules

  1. No racial weapon stereotype is a prohibition. A stat-qualified Shinigami can fire a bow. A Kinsei can master a greatsword. A Seraph can fight with a mace. The pre-Onikage Anima conventional-equipment restriction remains an explicit exception.
  2. The spiritual focus is individual and can transform into any weapon form. A spirit bow is not obliged to stay a bow; a Zentachi is not obliged to stay a sword. The first and second releases can each alter form and technique family.
  3. Several attributes contribute to almost everything. No action is determined by one attribute alone. Weapon proficiency, movement, stamina, elemental affinity, environmental effects, and opponents matter.
  4. Class, race, House, equipment, and release are separate layers. The five universal disciplines describe roles; race and spiritual identity determine their presentation. A House supplies heritage and secrets; being No House supplies extra flexible skill capacity.
  5. Progression reveals who the character becomes. Personality, mood, answers, decisions, quests, combat style, relationships, stats, element, karma, and life history progressively shape the character's personal release.
  6. Moral systems are not synonyms. Yin and Yang represent accumulated spiritual/behavioral alignment; Karma comes from other players; Reputation and Crime describe standing under social and legal systems.
  7. The world is a simulation, not just a class menu. Death, rescue, professions, national politics, relationships, social rank, law, travel, organizations, and evolving character history have consequences.

1.3 Truth and publication policy [ESTABLISHED / PROPOSED]

Documentation needs an internal implementation_status for each feature (implemented, partial, planned, concept, deprecated), a design-status marker, last reviewed date, system owner, and code/data source. The wiki may show the game fantasy to readers, but must never present proposed numerical modifiers or nonimplemented features as live mechanics. All percentages below labelled proposed are balancing examples, not accepted server values.

2. A new player's journey

2.1 Intended journey [ESTABLISHED]

Create a Human → join the Living World → learn equipment, survival, first-tier Kidō and national systems → develop a record of actions and relationships → optionally enter a spiritual path where unlocked → pursue level-50+ survival → when an applicable soul transition occurs, face judgment/evolution → enter the corresponding realm and its racial quests → discover personalized Zentachi Stages II and III → participate in a larger cross-realm world.

Earlier documentation used different levels for some optional Human race choices (level 15 and level 30). Those are [OPEN] until checked against actual Unity quest conditions. Do not hard-code either level into the public onboarding guide without verification.

2.2 Player responsibilities

Learn to move, target, attack, defend, use SP and TP, manage stamina, equip stat-qualified gear, bind active and passive skills, understand world-map dangers, cooperate with healers, and recognize that a high-level KO can produce a permanent mortal-life change. Choosing a fighting role does not excuse the player from learning noncombat systems.

2.3 Universal account and character distinctions [PROPOSED]

An account owns authentication, sanctions, and player settings. A character owns name, citizenship, House, relationships, statistics, progression, quests, and stored personal history. A SoulID persists across that character's racial evolution. The spiritual blueprint is allocated once per eligible character and is not rerolled on death or class changes. Exact character-slot limits and account restrictions are [OPEN].

3. Character creation: every choice and consequence

Design intent: every choice has an explanatory tooltip, an immediate cosmetic or system effect where relevant, and a description of downstream influence. No option should secretly be an overwhelming min-max trap. Do not invent starting-stat bonuses without balancing and source confirmation.

Creation choice What it controls Positive possibilities Constraints / tradeoffs Design status
Name Display name, social recognition, character history Identity, social records Name policy and collision checks Established field; validation proposed
Surname House lineage or independent surname Heritage and role-play, family seed input Existing House ties are not free to invent Established influence
House / No House Social affiliation, secrets, available skills House-exclusive abilities or more ordinary skill slots No House cannot use restricted House secrets Established; precise slots proposed
Citizenship / Nation Starting social and political allegiance Nation missions, standings, allies, jurisdiction Rival nations may limit access and trigger hostility Established concept; flags TBD
Race / starting state Initial mortal or spiritual status Racial quests and affinities Start-race eligibility, evolution rules; Humans initially ordinary Established framework
Class / discipline Preferred combat function Specialized training guidance and class skills An affinity is not a weapon prohibition Established five classes
Element / affinity Spiritual strengths, weaknesses and release tendency Affinity-specific techniques, appearance, family synergy Counter-elements, resistances, environment interactions Established influence; numbers proposed
Appearance Face, hair, colors, outfit Cosmetic expression Never secretly imply hitbox or combat superiority Established customization
Height Visual character proportion and identity seed Individuality, release influence Fair combat bounds; reach modifiers unconfirmed Established seed; effects open
Weight Character silhouette and soul history Visual diversity and role-play Do not assume real-world body judgments or inherent stat penalties Established seed; effects open
Body shape Model/sprite appearance and identity seed Personal appearance diversity Collision fairness; armor fit need testing Established seed; effects open
Age Role-play and aging context Character biography, relationship history Aging and age-related mechanics require exact rules Established field; details open
Personality Stable tendencies and answer patterns Soul/release affinities, NPC response variety No permanent morality lock Established influence
Mood Current emotional state Responsive dialogue and temporary soul-expression influence Short-lived mood should not erase decades of progression Established influence
Relationship status Social/profile state and story history Quest/dialogue and soul resonance influence Must not block combat roles Established profile field
Family origin Noble/independent story background Heritage quests and family elemental association No House remains viable Established concept
Motto Player-authored profile text Social identity Moderation and length policy (100 characters discussed) Established field
Starting weapon Tutorial handling preference Early training in an available weapon family Must meet stats and training; not a lifetime lock Proposed selection
Initial stats Early strengths and weaknesses Clear specialty without forced uniform builds Stat redistribution rules TBD Established multistat design
Yin/Yang Accumulated behavior, not simply a creator-selected good/evil label Consequence-rich spiritual history Gameplay actions must override appearance or self-description Established system
Karma Others' assessments over time Community standing and judgment influence Not selectable at character creation Established system

3.1 Race selection versus racial evolution

Present a Human origin clearly where the server's onboarding does so. Different spiritual races may be reached through mortal choices, judgment, training, and evolution. Anima→Onikage and Demon→Fallen are evolutions, not checkbox cosmetic variants. Kinsei+→Seraph is a judgment-origin ascension, Kinsei− may arrive in Demon World. A character's release blueprint remains its own through these transitions.

3.2 Appearance and balance [PROPOSED]

All visible body sizes should use mechanically tested hitboxes and readable animation proportions; if size actually modifies reach, stealth, speed, carrying, or targeting, document the modifier explicitly on the creation screen and test it for fairness. Until such a rule is confirmed, height, weight, and shape should be treated as cosmetic plus soul-history influences, not made-up strength bonuses.

3.3 Personality questions [ESTABLISHED concept; examples PROPOSED]

Ask players how they would act when an ally is wounded, an enemy surrenders, a nation demands obedience, a weak opponent provokes them, or a contract offers power for a price. Track answers as tendencies (guardian, aggressive, merciful, analytical, ambitious, evasive, cooperative, patient), never as one irreversible alignment category. These answers help determine which personalized spiritual techniques are uncovered; deeds in actual gameplay should carry at least as much interpretive weight as initial questionnaire answers.

3.4 Starting bonus/penalty philosophy [PROPOSED]

Creation options should provide tradeoffs, not a universal ranking. Example: choosing a heavy-weapon tutorial gives easier access to heavy-weapon training but does not reduce long-term bow potential. A House grants unique secrets but fewer ordinary skill slots than No House. An elemental affinity improves access or synergy with its own techniques and encounters opponents who resist it. Values are not defined until code-backed tuning confirms them. Never advertise nonexistent +10 Strength from Tall or −20 Dexterity from Heavy rules.

4. The sixteen attributes and character development

[ESTABLISHED] Sixteen names currently specified. Eighteen have been mentioned as a possible future count; the two extra names are [OPEN]. The advanced profile radar plots the actual attributes; the six-axis racial affinity overview is NOT the character's radar.

Attribute Governs (multiple contexts) Underinvestment cost Example linked actions
Strength Force, draw tension, carrying, controlled pushing Difficulty with high-draw bows/heavy loads Heavy sword, bow draw, logging
Might Burst impact, stagger, shield clash, kinetic force Weaker knockback and guard breaks Axes, clubs, grappling
Dexterity Fine weapon control, aim, handling, precision More handling errors, poor precise actions Bows, daggers, disarming
Agility Dodging, footwork, repositioning, recovery Slower evasion and turning performance Evasion, sprint maneuvers
Intelligence Kidō structure, tactics, research, design Less efficient complex spell and trap work Hadō, scholarship, trap design
Wisdom Judgment, spiritual control, healing decisions Less reliable support timing/energy use Kidō, restoration, discernment
Constitution Max vitality, physical fortitude, injury tolerance Low survival margin HP, bodily resistance
Endurance Sustained effort, long engagements, load management Fatigue over long fights Running, heavy armor, swimming
Vigor Recovery rate, stamina restoration, bodily resilience Slow recovery after effort Stamina regen, survival
Grit Stagger resistance, persistence, pain tolerance Disruption and repeated pressure Blocking, injury resilience
Charisma Leadership, coordination, social influence Reduced social/command effectiveness Guild, negotiation, companions
Empathy Reading others, healing resonance, bonds Less intuitive ally-support performance Healing, social, soul bonds
Faith Spiritual commitment, ritual focus, channeling Ritual and ward instability Healing, seals, spiritual rituals
Willpower Concentration, mental resistance, SP discipline Easier interruption/mental suppression Casting, resistance, releases
Perception Awareness, aiming, tracking, detecting Lost targets, lower ranged precision Archery, tracking, stealth detection
Luck Controlled probability variation and discoveries Fewer favorable bounded opportunities Proc chances, gathering discoveries

Important: Examples are intended meanings, not verified formulas. Actual scaling coefficients, starting ranges, level-up award counts, stat-point refunds, derived HP/SP/stamina curves, and PvP caps require inspection of the project data.

See also Chapter 30, which explains how noncombat play can award two additional allocatable attribute points per level.

4.1 Paired and cross-stat effects

A previously discussed system links attribute pairs with approximately 0.25% interactions. Preserve that as a design requirement for investigation, but the precise pair table and whether 0.25% describes an additive contribution, multiplier, or point-allocation synergy remains [VERIFY IN PROJECT]. Multiple related stats should strengthen a skill without allowing infinite double dipping. Stats may also interact with weapon mastery, equipment weight, ailments, and terrain.

4.2 Radar representation [ESTABLISHED / PROPOSED]

Render sixteen spokes in a fixed order, standard scale and consistent orientation; allow an eighteen-spoke upgrade only after the final attribute list is established. Show raw values, allocated points, equipment modifiers, buffs, permanent injuries, and effective values as separate layers or tooltips rather than flattening them into misleading single numbers. Additional derived scores (precision, tanking, control, restoration, mobility) can be optional overlays, not replacements for the actual stat chart.

5. Combat calculations and multi-attribute actions

5.1 A compositional model [PROPOSED]

HandlingScore = Σ(normalized relevant attributes × action-specific weights)
              + training mastery + equipment handling traits
              − encumbrance − exhaustion − injuries − adverse conditions

EffectScore = action base power × bounded mastery scaling
            × bounded relevant-stat scaling × affinity/environment factors
            + additive learned/passive/House/release contributions
            − target mitigation (applied through its own resistance rules)

Do not simply add arbitrary large raw stat values to unrelated percentage modifiers. Normalize units, log contribution sources, prevent circular scaling, and cap conversion from survivability into damage. Never reuse the six race-affinity scores as raw damage multipliers.

Action Main contributors Secondary contributors Typical counters
Bow shot Dexterity, Perception, bow mastery Strength for draw, Agility for stance, Endurance for repetition Cover, evasion, armor, disrupted aim
Greatsword swing Strength, Might, mastery Dexterity control, Endurance, Grit Parry, spacing, stagger
Dagger strike Dexterity, Agility, mastery Perception, Might, Luck (bounded) Detection, armor, guard
Shield block Constitution, Grit, shield mastery Might, Perception, Endurance Guard-break, feint, reposition
Staff cast Intelligence, Willpower, Kidō mastery Wisdom, Faith, perception of target Silence, interruption, resist
Elemental barrage Intelligence, Willpower, element proficiency Wisdom, Perception, SP reserve Resist element, line of sight
Healing chant Wisdom, Empathy, Faith, healing mastery Willpower, Intelligence, affinity Silence, wound penalties, resource drain
Sprint Agility, Endurance, Vigor Strength, encumbrance Stamina exhaustion, terrain
Sneak Agility, Dexterity, Perception Knowledge of cover, armor noise Perception and reveal skills
Fishing Perception, Dexterity, fishing mastery Patience/resource technique, rod/bait traits Weather, fish resistance
Mining Might, Strength, mining mastery Endurance, Perception, tool quality Fatigue, node hardness
Negotiation Charisma, Empathy, reputation Wisdom, history, relationship Distrust, hostility, prior crime

5.2 Damage tags [PROPOSED]

Separate physical shape (blunt / piercing / slashing), delivery (melee / projectile / beam / ground AoE / summon), power source (mundane / Kidō / reishi / Hollow / infernal / Fullbring / celestial), and element (Fire / Ice / Bone / etc.). A summoned icy greatsword could be slashing + melee + reishi + ice, while the same soul blueprint in Kinsei bow form may be piercing + projectile + reishi + ice. Resistances can react to each tag without forbidding transformations.

5.3 Equipment eligibility ≠ skill output

A character may have enough Strength to lift a greatsword but insufficient Dexterity and mastery to use its advanced counters. A Kinsei may produce a spiritual sword but still need sword proficiency for excellent sword technique performance. A Shinigami may shape a release into a bow and still need the coordination, draw control, and ranged precision to excel with it. The release grants access to its unique powers; it does not grant every weapon mastery for free.

6. Universal equipment and the many weapon families

6.1 The universal proficiency rule [ESTABLISHED]

All races may wield any ordinary weapon and armor when they satisfy that item's actual attribute, level, proficiency, and contextual requirements. Racial training styles create tendencies, never invisible bans. The pre-evolved Anima cannot equip standard weapons. No race must remain permanently ranged, melee, or Kidō-focused. A spiritual transformation can replace the active weapon presentation and attack kit without changing the player's soul blueprint.

6.2 Weapon encyclopedia

The following groups map to discussed combat and profession skills. Specific item counts, attack animations, ranges, qualities, crafting recipes, and durability are [VERIFY IN PROJECT]. The listed advantages and liabilities are [PROPOSED] class-design guidance.

Family Main handling stats Strengths Limitations / counters
Longswords, katanas, sabers Dexterity, Strength, Agility Balanced slash/thrust/parry Requires timing, suffers against hardened guard
Greatswords, nodachi Strength, Might, Endurance Reach, stagger, wide arcs High commitment, stamina, recovery
Daggers, knives, shortblades Dexterity, Agility, Perception Speed, backstabs, concealment Short reach, armor penetration needs finesse
Axes, hatchets, greataxes Might, Strength, Dexterity Heavy chops, barrier and guard pressure Less precise recovery than lighter weapons
Clubs, maces, hammers Might, Strength, Grit Blunt armor pressure and stun potential Can be slow, vulnerable to spacing
Spears, lances, polearms Dexterity, Strength, Perception Reach, formation control, thrusts Minimum-distance weakness, lateral repositioning
Staffs and quarterstaffs Dexterity, Wisdom, Strength Guard, leverage, martial and spell focus Less slicing damage without transformation
Wands, rods, talismans Intelligence, Willpower, Faith Spiritual control and channel focus Fragile in close combat without trained defense
Bows: short, long, composite Dexterity, Perception, Strength Flexible range, precise trajectories Draw time, line of sight, ammunition/equivalent resource
Crossbows [design family] Perception, Dexterity, Strength Deliberate high-accuracy ranged strikes Reload rhythm, fewer rapid shots
Throwing blades, shuriken, javelins Dexterity, Perception, Agility Midrange tactical pressure Recovery and inventory/resource limitations
Hand-to-hand, gauntlets, claws Dexterity, Might, Agility Fast chains, grapples, unarmed evolution Reach and defensive constraints
Shields, bucklers Constitution, Grit, Perception Blocks, guards, protection Opportunity cost, stagger and flank vulnerability
Chained/whip weapons [design family] Dexterity, Perception, Agility Pulls, zone control, unusual angles Complex mastery and counterplay
Instrument, fan, umbrella or tool forms [design family] Depends on attacks, not appearance Extreme soul-weapon identity variety Requires explicit animation/hitbox definitions
Spiritual constructs / summoned weapon forms Depends on attack and source Soul-personal techniques SP upkeep and release limitations
Natural Hollow body weapons Might, Dexterity, Agility, Constitution Blunt, piercing or slashing evolution Anima cannot equip standard gear until Onikage

Armor: Cloth, Light, Medium, and Heavy armor skills are already in the design vocabulary. A sturdy outfit can improve physical defense at the cost of weight and stamina (exact figures TBD); heavier armor is a tradeoff, not a class or race exclusivity. Shields, accessories, elemental resistance items, bags, and stat/affinity prerequisites belong in the same clear equipment inspection UI.

6.3 Mastery proficiency [ESTABLISHED concept; PROPOSED progression]

Weapon mastery learns techniques: basic attacks, defense, precision, movement, special strikes, release synergy, and advanced forms. A player does not automatically acquire every sword ability because a released spirit bow has become a sword. Characters can train multiple families; doing so uses time and potentially equipped skill slots. An already mastered family makes a weapon-shaped release immediately more effective. The character's soul blueprint can favor a form the player repeatedly uses, but does not need to prohibit surprising transformations.

7. Living spiritual weapons: any release can become any shape

7.1 Core rule [ESTABLISHED]

The words Zentachi, spirit bow, Fullbring object, and spiritual focus describe origins and traditions—not immutable silhouettes. A Kinsei spirit bow may become a sword; a Shinigami Zentachi may become a bow, spear, scythe, hammer, gauntlets, shield, staff, or other form; a Seraph may inherit a former Kinsei's soul identity but manifest it differently. Form, skill family, and elemental expression are individualized.

7.2 A released weapon has five independent dimensions [PROPOSED]

  1. Identity: spirit name, history, voice, relationship with character, partial/full name, release command/incantation.
  2. Form: one-handed blade, dual weapons, great weapon, bow, polearm, spell focus, shield, instrument, bare-handed aura, armor, construct, multiple shapes.
  3. Technique package: its actual learned actives and passives (e.g., burst duel, ranged barrage, healing field, summoning, seal trap).
  4. Damage and element package: physical tags, chosen element(s), SP use, resistance/weakness interactions.
  5. Growth stage: sealed/unawakened, partial name, Zentachi Stage II, expanded mastery, Zentachi Stage III and optional later evolution under future rules.

Important: No category is welded to any other. A defensive Shura sword may transform into a ranged bow in Zentachi Stage III; a Kinsei Jōreishi can manifest a healing staff even if originally trained with a bow. Unique spirit names and lore remain consistent across forms.

7.3 How the form is decided [ESTABLISHED influence; PROPOSED algorithm]

Record combat behavior over long periods: time in melee/ranged, weapon families actually mastered, spell-vs-weapon usage, defensive interventions, rescues, high-stakes decisions, relationship commitments, predominant moods, evolving personality, elemental preferences, preferred positioning and quests. Combine this with the reserved soul blueprint. Never use a single questionnaire answer to permanently decide that a player has a bow forever. Assign a stable result once the relevant release milestone is completed. Replays or later evolutions may change growth without secretly rerolling the person.

Three example profiles

Character Training and history Zentachi Stage II Zentachi Stage III
Kinsei melee specialist Sword mastery, guard counters, high Dexterity/Might Spirit bow folds into a curved sword and short-range reishi cuts Blade expands into a twin-blade, shield, or area-control construct depending on reserved blueprint
Shinigami ranged hunter Bow training, Perception, patience, tracking Zentachi becomes a spiritual longbow with marking shots Bow creates a bounded rain of precision projectiles with personalized conditions
Whitelighter raid medic Empathy, restorative techniques, bonded charm Object becomes a healing staff or restorative gauntlet Complete Fullbring creates a protected medical construct or mobile rescue apparatus

Examples are not preassigned outcomes; they demonstrate that a soul's race need not dictate weapon geometry.

7.4 Shape-shifting and equip slots [PROPOSED]

A release can temporarily override the weapon's visible mesh/sprite, primary attack family, and available release-specific action set. On expiration, restore ordinary equipped weapon state without duplication or inventory exploitation. Preserve durability, enchantment and PvP logging rules clearly. Server validates the transform, animation, range, hit shape, cooldown, and legal skills. Offhand and two-handed form rules must be defined before implementation; the spirit cannot silently create unauthorized item slots.

7.5 Incantation and naming design [ESTABLISHED]

Every seeded design includes a partial name, true name, invocation/release command, lore, and selected skills where authored. A partial name can teach limited skills. A full name provides true Zentachi Stage II; later quests reveal Zentachi Stage III. Incantations may be personalized further by race, temperament, element, and quest achievements. Authoritative names must come from the already seeded catalogue: do not overwrite it with a new random generator without migration.

8. The five universal disciplines and fourteen roles

[ESTABLISHED] Each race uses the same five broad classes. A player's element, race, equipment, and release affect the abilities, not the class's core role.

Discipline Roles Natural combat pattern Tradeoffs
Shura PKer, weapon DPS, ranged weapon DPS, assassin Precision and burst, chase, critical combinations Vulnerable when focused; limited natural healing
Kongōei Tank, off-tank, defensive controller Guard, absorb, redirect, taunt PvE targets, disrupt Slower damage, pressure on stamina/SP
Hadōgen Elemental DPS, Kidō DPS, ranged elemental/Kidō DPS Elemental and spiritual explosions, AoE, long range Wind-up, interruption, weaker body protection
Jōreishi Healer, raid healer, support Ally restoration, shield, cleansing, recovery management Reduced burst damage, targeting and SP pressure
Kekkaishi Controller, supporter, PKK hunter Tracking, trapping, suppression, debuff control, anti-escape Lower direct raw output; diminishing returns needed

8.1 Fourteen named specializations [ESTABLISHED design draft]

Role Specialization name Parent discipline Example toolkit
Pure tank Tetsuei Kongōei Guard, intercept, wide threat, terrain anchor
Off-tank Kōtetsu Kongōei Counterattack, split pressure, area peel
Healer Iyashite Jōreishi Single target care, cleanse, rescue
Raid healer Shirohana Jōreishi AoE restoration, team-wide stabilization
Supporter Reifuku Jōreishi SP support, shields, buffs
Controller Fūinshu Kekkaishi Seals, snares, anti-cast fields
PKK Tsumigari Kekkaishi Wanted tracking, reveal, anti-mobility
PKer Kurokiba Shura Burst, flank, disengage
Weapon DPS Zangeki Shura Weapon combos, armor penetration
Ranged Weapon DPS Yumishi Shura Aiming, ranged combos, reposition
Elemental DPS Gensai Hadōgen Element-based offense
Kidō DPS Jutsushi Hadōgen Spell combos, spiritual attacks
Ranged Elemental DPS Tenrai Hadōgen Elemental projectiles, field pressure
Ranged Kidō DPS Hōgeki Hadōgen Concentrated Kidō artillery

The above specialization names are working terminology. They are role descriptors, not additional hard-locked classes; a Shura may mix Weapon DPS and ranged specialization, and a Jōreishi may combine raid healing with support.

8.2 Universal class traits [PROPOSED examples]

8.3 Same class, ten racial implementations

Race Example Shura Example Kongōei Example Hadōgen Example Jōreishi Example Kekkaishi
Shinigami Speed weapon combos Bakudō + parry Destructive Hadō Kaidō-like healing Binding Kidō and seals
Demon Infernal heavy striker Fortified infernal hide Curse/element assault Conversion and life transfer Infernal suppression
Kinsei Precision sword or bow Blut Vene + reishi guards Reishi volleys/beams Protective spiritual constructions Reishi traps and countershots
Seraph Celestial weapon duelist Halo barrier Celestial barrage Purification/raid healing Radiant constraints
Fallen Ancient weapon burst Primordial fortification Ancestral calamity Rare ancient restorative methods Broken-halo suppression
Whitelighter Bonded tool/weapon Object armor Object-powered projection Bonded restorative relic Object traps/terrain
Gedōshin Mask speed chains Mask guard bursts Hybrid Kidō/Hollow Controlled restoration Hybrid sealing/reveal
Onikage Hierro close combat Hierro body wall Cero-focused ranged Predatory recovery/support Pressure-lock tactics
Anima Claws/fangs Natural hide/stagger Primitive spiritual pulses Pre-evolution limited Pre-evolution limited
Human Trained weapons Armor/shield Tier-one Kidō only Medical/basic Tier-one Mundane traps and control

9. Racial encyclopedia: all ten identities

The matrix values are [PROPOSED] 1–5 affinity illustrations, never actual damage multipliers. "Spirit Arts" is deliberately broad enough to describe Kidō, Cero, reishi manipulation, infernal techniques and object manifestation without pretending all races cast the same spells.

Race Melee Ranged Spirit Arts Defense Support Mobility
Shinigami 4 3 5 3 4 4
Demon 4 3 5 5 2 2
Kinsei 2 5 5 3 3 4
Seraph 3 5 5 3 5 4
Fallen 5 3 5 4 2 3
Whitelighter 4 3 2 3 4 4
Gedōshin 5 3 4 3 2 5
Onikage 5 4 3 5 2 4
Anima 5 2 1 4 1 3
Human 3 3 1 2 3 2

9.1 Shinigami — Soul Reaper

Identity: trained souls serving spiritual order, their own houses and squads, or an independent life in the Spirit World. Advantages: flexible Zanjutsu, Hadō, Bakudō, Kaidō-like restoration, sensing, Shunpo. Costs: only moderate innate physical mitigation; higher spiritual technique reliance and interruption risks. Focus: own Zentachi spirit, whose released weapon may become ANY shape. Zentachi Stage II: Zentachi Stage II. Zentachi Stage III: Zentachi Stage III. Innate traits / example passives [PROPOSED]: Zanjutsu Flow (weapon combos improve follow-up spell efficiency); Full Incantation (proper incantation improves intended result). Progression: a Soul in The Spirit World may advance through training and Academy/independent path to Shinigami; squad membership is separate from race.

9.2 Demon — Infernal Soul

Identity: beings of Demon World with sovereign factions and a potential lineage to the ancient Angels. Advantages: dense defense, destructive and curse techniques, resistance to repeated pressure. Costs: lower baseline speed and conventional support. Focus: infernal identity/relic, but any trained weapon and any personalized released shape are legitimate. Zentachi Stage II: Infernal Unsealing [PROPOSED name]. Zentachi Stage III: Abyssal Dominion [PROPOSED name]. Passives [PROPOSED]: Abyssal Carapace, Soul Furnace. Evolution: after meeting ancient lineage quests, a Demon may become Fallen; this is separate from the three-stage Zentachi bond. Some earlier drafts include demonic growth ranks Demonso → Marisa → Rejiono → Inferuno → Barato → Akumano; the exact five-tier gating and integration with Fallen evolution remain [OPEN / LEGACY DRAFT].

9.3 Kinsei — Quincy

Identity: reishi specialists, traditionally bows but not permanently archers. Advantages: precision, reishi absorption/constructs, ranged techniques, Blut stances, Hirenkyaku. Costs: conventional melee is less intuitive but can become outstanding through stats and mastery. Focus: individualized spirit weapon that can transform into a sword, spear, shield, staff, crossbow, bow, etc. Zentachi Stage II: Reishi Manifestation [PROPOSED label]. Zentachi Stage III: Zentachi Stage III (adapted for two-stage game). Passives [PROPOSED]: Reishi Convergence, Blut Discipline. Judgment: Kinsei+ may evolve into Seraph; Kinsei− can go to Demon World and may undergo Demon conversion through a soul-contract quest. Kinsei do not take the ordinary The Spirit World/Hollow route established for other souls.

9.4 Seraph — Ascended Kinsei+

Identity: positively judged Kinsei transformed into celestial beings. They are not ancient Fallen Angels. Advantages: celestial reishi, ranged pressure, purification, support, protective techniques. Costs: support and sustained protective arts demand positioning and SP; no automatic advantage in heavy melee. Focus: former Kinsei SoulID and individual spiritual blueprint, re-expressed as a sanctified or celestial focus in any weapon shape. Zentachi Stage II: Halo Revelation [PROPOSED label]. Zentachi Stage III: Empyrean Covenant [PROPOSED label]. Passives [PROPOSED]: Aureole Conduction, Radiant Intercession. Identity: judged-good lineage should affect ascension eligibility but not force the player to be a healer or remain permanently morally unchangeable.

9.5 Fallen — Angels of the Forgotten King

Identity: surviving Angel civilization from the Soul King of roughly one million years ago. Their former king disappeared millennia ago. Not Kinsei+ and not equivalent to Seraph. Advantages: ancient martial and spiritual power, pressure, resilient offensive transformation. Costs: expensive large spiritual techniques and less natural group restoration. Focus: ancestral soul artifact/relic, but personalized shape freely matches the player's style. Zentachi Stage II: Ancestral Unsealing [PROPOSED label]. Zentachi Stage III: Primeval Dominion [PROPOSED label]. Passives [PROPOSED]: Old King's Echo, Broken Aureole. Evolution: eligible Demons uncover ancient trials and become Fallen; the actual prestige gates, race modifiers and ultimate form requirements must be verified.

9.6 Whitelighter — Fullbringer

Identity: a soul-bound object expert able to awaken spiritual qualities of matter. Advantages: item versatility, creative melee/ranged expression, hybrid support, unconventional movement. Costs: traditional Kidō is less natural and the bonded item can be a tactical dependency. Focus: unique chosen/bonded object, which can become any weapon, tool, shield, gauntlet, armor or construct. Zentachi Stage II: Fullbring Manifestation. Zentachi Stage III: Complete Fullbring. Passives [PROPOSED]: Object Resonance, Soul Grip. Life/death: the exact living Whitelighter death, mortality and later afterlife conversion is [VERIFY], as earlier help drafts conflict; do not promise immunity to mortal judgment.

9.7 Gedōshin — Masked Dual Soul

Identity: Shinigami/Hollow hybrid trained to control its mask and internal conflict. Current public name: Gedōshin. 'Vizard', 'Gedōshin' and earlier 'Vizrd' are not three different races. Advantages: exceptional mobility, dual nature, melee burst, Kidō/Hollow combination. Costs: mask upkeep, SP strain and less reliable steady healing. Focus: unique weapon/spirit and controlled mask, free weapon morphology. Zentachi Stage II: Zentachi Stage II with Mask Awakening. Zentachi Stage III: Zentachi Stage III with Mask Synchronization. Passives [PROPOSED]: Hollow Instinct, Dual Nature. Origin [ESTABLISHED older draft]: corruption possibility following a Shinigami's encounter/KO by a Hollow; quest and consent details require verification. Gedōshin outcasts/hideouts are a documented map theme.

9.8 Onikage — Arrancar

Identity: ascended Anima whose mask largely shatters and whose recovered rusty soul-weapon gains a true name. Advantages: hard Hierro, high melee damage, Cero/Bala, Sonído, pressure, armored aggression. Costs: weaker conventional large-raid restoration and risky aggression. Focus: named recovered Zentachi with complete form freedom. Zentachi Stage II: Zentachi Stage II. Zentachi Stage III: Zentachi Stage III. Passives [PROPOSED]: Hierro Density, Cero Compression. Evolution: Anima level 50+ and the required consumed souls, quest completion, approximately three-quarters of the mask breaks, customized look unlocked. Rank: Espada 0–10 is a separate organizational contest, not a release stage.

9.9 Anima — Hollow first form

Identity: soul predator with a physical mask and instinctual combat. Advantages: exceptionally dangerous unarmed damage, claws, body-alteration potential and natural toughness. Costs: cannot equip standard weapons until Onikage; limited developed spell and support branches. Focus: own body, teeth, claws, mask, innate spiritual attacks. Zentachi Stages II and III: formal Onikage releases unlocked only after evolution. Passives [PROPOSED]: Adaptive Anatomy (blunt/piercing/slashing develop with player history); Predatory Recovery (controlled restoration from eligible consumed souls). Evolution: level 50 + soul-consumption quota + name/mask quest. Older worldbuilding drafts describe Menos-like milestones Menoza Grando, Hiriyano, Aduchazu, Basuto Rordo, but their official integration with the level-50 Onikage evolution remains [OPEN].

9.10 Human — Mortal

Identity: citizen, traveler, warrior or crafter of the four living nations. Advantages: ordinary weapon versatility, armor, social/citizenship systems, professions, level-earned stats, national strategy. Costs: only first-tier basic Kidō, no living-human Zentachi Stage II/Zentachi Stage III equivalent, death/judgment risk later in life. Focus: any stat-qualified mundane equipment. Zentachi Stage II: none while living. Zentachi Stage III: none while living. Passives [PROPOSED]: Martial Adaptability, Last Stand. Journey: mortal progression is possible through level 75; after level 50 an unresolved KO/forced respawn can trigger judgment. Earlier drafts mention optional Human→Kinsei/Whitelighter selection at level 15 or level 30 and Human+/- moral states; these precise gates are [OPEN].

10. Racial evolution, judgment, and transformations

10.1 Evolution map [ESTABLISHED core]

HUMAN (living)
  +-- later spiritual faction choices / quests [level requirements OPEN]
  +-- unrescued forced respawn at level >= 50 [judgment chance]
       +-- The Spirit World Soul -> Shinigami training -> SHINIGAMI -> possible VIZEN
       +-- Demon World -> DEMON route -> ancient trials -> FALLEN
       +-- Limbo -> ANIMA -> consume souls + Lv50 quest -> ENGENDO
       +-- Wandenreich/The Reicht -> Kinsei-linked routes [gates OPEN]

KINSEI death judgment
  +-- Kinsei+ judged good -> SERAPH eligible
  +-- Kinsei- judged negative -> HELL -> possible soul-contract -> DEMON

All released spiritual identities: FIRST RELEASE -> SECOND RELEASE
(The release progression is separate from all arrows above.)

10.2 Race and character identity conservation [PROPOSED]

On evolution preserve SoulID, soul blueprint reservation, player-authored history, quest memories, lore milestones, and relevant learned universal proficiencies. Record the old and new racial form and unlock new race-specific skill trees. Do not automatically retain the prior race's exclusive active techniques if doing so defeats all class/race balance; migrate incompatible techniques to an archive, conversion node or historical record. This migration policy requires player-facing disclosure before a consequential change.

10.3 Transformation vs evolution vs release

11. Yin, Yang, Karma, Reputation, Crime, and the Wanted system

This is a central world system, not a single “good or evil” meter. The values describe different facts and have different data sources.

11.1 Four distinct ledgers [ESTABLISHED]

System Source of change What it means Gameplay connections
Yin Good quest choices, constructive NPC interactions, merciful acts Positive spiritual/actional inclination Judgment, future ascension, release interpretation
Yang Negative choices, crimes, soul contracts, destructive wrongdoing Negative spiritual/actional inclination Judgment, corruption, Demon World contracts, release interpretation
Karma Other eligible players' positive/negative votes Social reputation bestowed by fellow players Profile vote UI, perception, some judgment conditions
Reputation Quests, NPC actions, factions, political deeds Recorded social standing recognized by groups/places Citizenship, access, faction rank, judgment
Crime / Wanted Specific unlawful actions under jurisdiction Legal consequences, not necessarily moral essence Guards, prisons, bounties, PKK tracking

Yin and Yang are independent bounded quantities, each ranging −999 to +999. “Good” requires Yin greater than Yang, as established in the design. They are not a single zero-sum slider and are not equal to Karma. The precise handling of negative Yin and negative Yang adjustments is [VERIFY IN PROJECT]; do not assume every negative act subtracts from Yin when the game might instead increase Yang.

11.2 Example outcomes [ESTABLISHED conditions; examples]

Yin Yang Result under Yin > Yang rule Explanation
140 20 Positive / Good Constructive history exceeds harmful history
40 300 Not Good Yang dominates
0 0 Neutral / unresolved Equal values do not satisfy Yin > Yang
500 499 Technically Good Narrow positive margin, which can change
50 666 Not Good A soul contract may add +666 Yang
800 900 Not Good Many good deeds do not erase greater negative record

A single “good/bad” classification alone should not erase the profile's underlying history. Use the actual Yin, Yang, player Karma, Reputation, faction standing, and hard eligibility conditions for judgment. For ties, borderline scores, and special race pathways, an explicit server-authoritative decision table must exist.

11.3 Exactly how Yin and Yang should move [ESTABLISHED direction; amounts PROPOSED]

A rescue, honest help to an NPC, protecting a weaker traveler, or honoring a quest commitment may increase Yin. Stealing, unprovoked murder, coercive soul-taking, or betrayal may increase Yang and generate criminal records. A demon's Contract Soul ability adds +666 Yang under the current design and immediately redirects soul fate without a standard roll. A player cannot simply spam the same quest or alternate two inexpensive actions forever to farm alignment: use per-target/event cooldowns, unique outcome IDs and server-side event attribution.

Exact ordinary action changes (for example rescue +5 Yin or murder +20 Yang) are [PROPOSED only] until the actual quest and code data is inspected. The Bible must not fabricate live numbers for all quests.

11.4 Karma voting [ESTABLISHED]

Players may vote positively or negatively on another eligible character. Each voter/target pair has a cooldown of at least three days; the + and − controls on the profile/target panel hide during that cooldown. Players should not vote repeatedly through character relogging or reconnecting. Abuse resistance (alt accounts, vote brigading, new account age, guild coordinated voting) is [PROPOSED]: use verified eligible votes, rate limits, auditable history, and anti-brigade signals.

A positive community Karma score does not retroactively remove serious crimes. Conversely, a notorious criminal can temporarily have positive votes among allies. Store the underlying facts separately.

11.5 Moral and political consequences [PROPOSED design requirements]

12. KO, hospital rescue, death, corpses, ghosts, and rebirth

12.1 KO is not death [ESTABLISHED]

At high mortal levels, a defeated character enters an incapacitated/KO state. Allies can revive with a permitted skill or item, or drag the body to an established medical drop-off. Some injuries may be persistent. While the body is down, the player may appear as a transparent spirit limited to the same zone; sufficiently perceptive or spiritually aware characters may see or communicate with it. That ghost cannot leave the body zone while the KO state persists.

Previously established timer: up to one real-time hour before forced respawn / death resolution when not rescued. Exact persistence while logged out, combat-state persistence, disconnect grace, and corpse theft rules are [VERIFY IN PROJECT].

12.2 Human forced-respawn judgment chance [ESTABLISHED, latest version]

For eligible Human characters level 50+, unresolved KO with no assistance before the forced-respawn event triggers a judgment roll. Base probability is 50% at level 50, rising by one percentage point per level, up to 75% at level 75. Otherwise, hospital revival/recovery occurs. The earlier all-unrescued-players-always-become-Hollows rule conflicts with this latest percentage model and is superseded pending code verification.

JudgmentChance(level) = clamp(0.50 + 0.01*(level - 50), 0.50, 0.75)
Applies only to eligible forced-respawn events at level >= 50.
Level Judgment chance Hospital recovery alternative
50 50% 50%
55 55% 45%
60 60% 40%
65 65% 35%
70 70% 30%
75 75% 25%

Fast player revival and 3–7 in-game day NPC recovery have been discussed. The exact priority order (hospital, injury, judgment, timer) and whether the medical drop-off is automatically safe are [VERIFY IN PROJECT]. Do not roll again on reconnect.

12.3 How immediate soul interventions differ [ESTABLISHED]

12.4 Soul intervention precedence [PROPOSED safe specification]

Treat a KO as a unique server DeathEventID. Lock it against duplicate consumption, contract, purification, hospital rescue, and destroy outcomes. Use an atomic state machine such as Healthy → KO → [Revived | Contracted | Consumed | Destroyed | ForcedResolved | Purified]; only one terminal resolution may commit. All other actions must fail clearly if the body has already changed state. A corpse is not a resource to duplicate by lag, relogging or simultaneous interaction.

For the optional repeatable reincarnation system, identity-retention table, and required decisions, see Chapter 29. Racial evolution and reincarnation are not synonymous.

12.5 Fate destinations [ESTABLISHED core; special cases OPEN]

12.6 Items, injuries, and body interaction [ESTABLISHED / OPEN]

Death or manual dropping can spawn an interactable bag in the world for manual looting rather than automatically sending items into another player's inventory. Which items stay soulbound, drop on KO, drop on actual death, or survive rebirth is [OPEN] and must be explicit before high-stakes PvP launches. The dropped-bag asset is associated with bags1.png in earlier development notes. Injuries can affect abilities and should appear on the HUD/profile with medical recovery routes; do not impose undocumented permanent injury probabilities.

13. The 3,000 unique soul blueprints

13.1 What exists [ESTABLISHED]

The project has a prepared library of approximately 3,000 seeded Zentachi Stage II/Zentachi Stage III spiritual designs, including names, incantations/release commands and some original skills. The intention is that 3,000 simultaneously active characters on one server can each have an individually reserved underlying identity before recycling, with manifestations shaped by each character's history.

13.2 What must be stored [PROPOSED architecture]

Data Purpose
SoulID Immutable character identity across mortality, rebirth, and race evolution
ServerID Uniqueness scope
BlueprintID Reserved original seeded identity, 1–3000
OriginalNames / Commands Partial name, true name, Stage II/III invocation, lore
SpiritElementTags Element(s), special conditions and weaknesses
FormConstraints Valid forms/animation assets, not racial stereotypes
RacialManifestation Race-adapted release terminology, visuals, technique family
CharacterInfluences Long-term decisions, relationships, mood history, personality, stats, mastery, combat choices
FirstReleaseState / SecondReleaseState Quest progress, unlocked skills, ranks
UniqueReservationState Prevents two currently eligible players receiving identical seed on same server
ContentVersion Enables deterministic migrations when templates are updated

13.3 Allocation flow [PROPOSED]

  1. On character registration, generate stable SoulID and reserve an available blueprint in a database transaction protected by a (ServerID, BlueprintID) uniqueness constraint.
  2. Record a commitment to an underlying spirit identity; do not reroll on each login, job/class respec or temporary mood change.
  3. Collect behavioral influence observations over levels, including answers, combat style and actual quest outcomes.
  4. Zentachi Stage II quest reveals a race-appropriate manifestation and a subset of existing seeded moves.
  5. Later events and Zentachi Stage III deepen the same identity and expose more specialized moves and possibly another weapon shape.
  6. On race evolution, keep the same SoulID/BlueprintID and migrate only the manifestation and allowed skill library. Retired skills remain recorded in history.
  7. If the pool is exhausted, enforce the announced server limit or deliberately expand it. Don't silently duplicate the seed and claim uniqueness.

Note on uniqueness: 3,000 unique seeds only guarantees unique templates when correctly reserved. It does not automatically prove that every possible appearance, damage formula, character name, or elemental trait is globally unique. Actual combat differentiation requires tested technique diversity.

13.4 Personality-aware spirit selection [PROPOSED]

Track combat-family usage, attempted rescues, high-stakes moral decisions, chosen answers, lasting relationships, profession interests, element affinity, physical proportions, House influence and player motivation. Blend lifelong and recent history carefully: identity should evolve with the player rather than be completely overwritten by a single day of unusual behavior. Quests may intentionally expose alternative branches; bounded roll tables must be reproducible from the server-side seed so restarts are stable.

13.5 Story examples [PROPOSED]

A Kinsei whose spirit weapon began as a bow but who has used swords for fifty levels may receive a long reishi blade or twin sword release. A cautious Shinigami who trained in bows may unlock a ranged Zentachi Stage II. A protection-oriented Demon could manifest a huge shield with an offensive chained weapon in Zentachi Stage III. A highly empathetic Fallen may awaken a rare restorative ancient form. None of these outcomes should be hardcoded solely from race.

14. Kidō, elemental power, active and passive skills

14.1 The scale of the library [ESTABLISHED goal; VERIFY count]

The design describes 700 Kidō branches across original, race-specific and release-derived systems, as well as 200+ existing spells and an ambition of 100 spells per element. The earlier verbal breakdown (30 original + 100 Demon + 100 Hollow + 100 Kinsei + release extras) is not itself a 700-branch inventory. Therefore the displayed total is a design/library claim until checked against source assets, not a fabricated completed list of 700 names.

14.2 Learnable versus equippable

A player may eventually learn large numbers of spells and mastery moves while only equipping a restricted active and passive build. There must be separate states for available, discovered, learned, eligible, equipped, cooling down, temporarily sealed, and disabled by race/realm. Release activation can have dedicated controls without granting unlimited free slots for its attached special skills.

Slot proposal from the current draft [PROPOSED]

Character level House active House passive No House active No House passive
1 3 2 3 2
15 5 4 5 4
30 8 6 9 7
45 10 9 11 10
60 12 12 14 14
75 15 15 18 18

This table is not an established Unity progression curve. It is a balancing proposal that must be reconciled with existing hotbar layouts, skill window prefabs, and level caps. Under the proposal a No House character earns three extra flexible actives and three extra flexible passives by level 75, while House members access secret techniques that use normal slots.

14.3 Spell taxonomy [PROPOSED documentation schema]

Every skill entry should publish: internal ID, display name, race/faction/House source, active/passive, type (attack/heal/control/utility/travel), tier, required level, stat requirements, mastery requirements, prerequisite skills, spiritual/physical damage tags, element, base SP/TP/stamina costs, charge/cast time, cooldown, duration, range, area shape, target legality, friendly-fire rules, PvE/PvP scaling differences, animations, VFX, audio, dispel/counter tags, release conditions, localization, and implementation status.

14.4 Tile-based area templates [PROPOSED]

Single target:       3-wide cone:         Radius 1:             Five-tile line:
  .T.                 XXX                 .X.                    ..X..
  .P.                  X                  XPX                    ..X..
  ...                  P                  .X.                    ..P..

P = caster, T = target, X = affected tile, . = unaffected tile.
Exact directions, collision, line-of-sight and grid spacing depend on Unity map rules.

For any persistent ground effect, show a telegraph, collision rule, duration and what counters it. AoE cannot be balanced solely by its raw damage; opportunity to evade, number of targets and map choke points matter.

For the 100-element Grimoire, including the earlier 22-element working subset, see the reordered encyclopedia in Chapter 31. The Shinigami procedural codex provides the 22 names; Unity registry verification is still pending.

14.5 Elements and vulnerabilities [ESTABLISHED examples; rules PROPOSED]

The source documents contain two different elemental rosters: 22 working categories in the Shinigami procedural codex and 100 named concepts in the Ultimate 100 Elements Grimoire. Chapter 31 now lists all 100 in logical families. Earlier illustration requests excluded Space and Time from one specific icon set, while the later 100-element Grimoire explicitly includes both. That difference in art scope must not erase them from the Grimoire. Element names in either design document do not themselves establish that a playable Unity skill or resistance exists.

Each element should have: recognizable visual treatment, environmental use, target damage/resistance interactions, secondary status effects, at least one meaningful strength and weakness, and viability for multiple class roles. Fire can power a healer's cleansing heat as well as damage; ice can be an armored guard or projectile; bone can be a shield, spear, or summoned barrier. An element is not a forced job.

15. Release quests, incantations, and spiritual growth

15.1 The guaranteed story direction [ESTABLISHED]

Spiritual races progressively learn Zentachi Stages II and III through the universal Zentachi contract and personal bond. Acquiring a release is not meant to be a lucky item drop only a minority can ever obtain. The individuality lies in what they unlock, not whether their class makes releases completely unavailable. Different characters unlock parts of their branches at different moments as they develop their relationships with their spirits.

15.2 Two release stages by race

Race First Second Unlocked through
Shinigami Zentachi Stage II Zentachi Stage III Soul Reaper/spirit quests
Demon Infernal Unsealing [proposed name] Abyssal Dominion [proposed name] Infernal racial quests
Kinsei Reishi Manifestation [proposed name] Zentachi Stage III Reishi/identity quests
Seraph Halo Revelation [proposed name] Empyrean Covenant [proposed name] Kinsei+ ascension and celestial quests
Fallen Ancestral Unsealing [proposed name] Primeval Dominion [proposed name] Ancient Angel quests
Whitelighter Fullbring Manifestation Complete Fullbring Bonded-object quests
Gedōshin Zentachi Stage II / Mask Awakening Zentachi Stage III / Mask Synchronization Dual nature / mask control
Onikage Zentachi Stage II Zentachi Stage III Mask fragment and weapon identity quests
Anima Not yet available Not yet available Universal contract access; equipment gates still apply
Human None while living None while living Fate and racial evolution first

15.3 Rank-up and future release evolution [OPEN]

Early generation documents included ranks, changes of names, technique upgrades, evolved forms, and new skills after substantial growth. The number of ranks, exact level thresholds and higher-than-second stage plans are not consistently established. The Bible reserves future expansion without asserting that True Zentachi Stage III or a third release exists in the current build. Every post-release skill unlock should have a meaningful quest, training milestone, bond scene, or character achievement.

16. Houses, No House, squads, nations, and organizations

16.1 Noble House is not Squad [ESTABLISHED]

The world has 25 noble-family/House concepts in its prior design; Soul Society military administration has seven consolidated squads, plus Squad Zero. Family banners, inherited element associations, social prestige and secret House techniques are not the same thing as an organizational squad number. A Shinigami can have a House and a Squad; someone may also be unaffiliated with a noble House.

16.2 No House: an independent founder [ESTABLISHED]

Choosing No House creates a recognized independent character identity with its own insignia, without claiming an existing noble surname or its secret powers. The intended balance trade is additional ordinary active/passive slots (the existing proposal is +3 each at level 75) in exchange for exclusion from House-restricted Kidō and weapon secrets. No House is not “no character progression.” It should allow reputation, founding new relationships, joining nonhereditary organizations where legal, and building original fighting styles. The No House insignia is a proper UI slot, not a blank missing texture.

16.3 Houses and elements [ESTABLISHED concept]

Houses may cultivate traditional elemental affinities, family rituals, training lore, and secret techniques. This is a sought-after reason to join or inherit a House. A House biases learning opportunities and social/quest relationships; it should not permanently determine a player's only available element or released weapon form. If a House teaches Fire, a Fire-favoring Zentachi Stage II may receive an easier lesson without making an Ice Zentachi Stage II impossible.

16.4 Seven consolidated squads [ESTABLISHED design]

The seven main Squad groupings discussed for the new structure are:

Current group Former units consolidated Operational emphasis
1 12 + 13 [OPEN] leader, duties and charter
2 4 + 8 + 5 [OPEN] leader, duties and charter
3 9 + 1 [OPEN] leader, duties and charter
4 6 + 7 [OPEN] leader, duties and charter
5 10 [OPEN] leader, duties and charter
6 11 [OPEN] leader, duties and charter
7 3 [OPEN] leader, duties and charter
Special Squad Zero Soul Palace / central authority; not an ordinary eighth barracks

Older references to “seven Houses numbered 0–7” appear to confuse squad numbering and noble Houses. This master Bible treats the 25 noble houses and seven active squads plus Squad Zero as separate systems unless game data proves a different structure.

16.5 Four Living World nations [ESTABLISHED]

Nation Associated theme Major setting information
Fire Nation Fire Northern/coastal capital, martial architecture
Wind Nation Desert/Wind Arid lands, desert roads and villages
Earth Kingdom Earth Mountain kingdom with palace inside mountain
Water Nation Water Water-oriented settlements and waterways

Current map capitals: Fire Nation — Hijikono Village; Earth Kingdom — Daichikōjin Village; Wind Nation — Fūjinkaze Village; Water Nation — Sujinkawa Village. The Outlands is not a fifth nation. These are map/lore names, not a claim that a corresponding gameplay scene or portal has been deployed.

House distribution (25 total): Fire Nation has 7 Houses; Earth Kingdom, Wind Nation and Water Nation each have 6. The five Houses formerly affiliated with the retired Lightning nation were redistributed as follows: Raiketsu and Ranbu to Fire Nation, Vorrath to Earth Kingdom, Jikanmori to Wind Nation, and Yomikage to Water Nation. All House names, relics and techniques remain unchanged; this website catalog reassignment does not alter Unity save data.

Geographical labels and placement are design context, not verified coordinates. Earlier discussions requested 3–5 nodes per country initially and approximately 20 nodes per territory later, plus a contested The Outlands strip with approximately 20 nodes and level-20+ conflict areas. The exact node numbers and boundaries require scene/map verification.

Citizenship affects political eligibility, national quests, legal protection, hostility, possibly goods/markets and map services. The exact starter bonus/negative for each nation is [OPEN]. Do not invent an intrinsic +10% Fire damage for Fire Nation or −10% Water resistance for Water Nation unless such statistics truly exist. A nation's element is a culture and lore association before it is a combat modifier.

16.6 Other governing bodies and organizations [ESTABLISHED concepts]

Older planning text alternately proposed votes every month, every three months, coups or challenges for leadership. No single election schedule is verified; design it in the organization charter and server config instead of treating an older assistant suggestion as fixed canon.

16.7 Rank symbols [ESTABLISHED assets/themes]

Each character may have race, rank and organization insignia as distinct UI elements. Soul Society's numbered squad/special identifiers, Onikage Espada 0–10, Demon kings' directional kanji (北 = North, 南 = South, 東 = East, 西 = West), noble banners, and No House sign are separate icons. Never overwrite a racial crest when promoting someone to captain. Player body, flags, House emblem, and rank markings may each have distinct presentation rules.

17. Realms and places of the world

17.1 Dimensional overview [ESTABLISHED]

                 SPIRIT WORLD (upper plane)
          +------------+------------+--------------+
          | Souru      | The Spirit World   | The Reicht|
          | Sosaeti    | districts  | / Wandenreich |
          +------------+------------+--------------+
                  \      Soul Palace      /

                    LIVING WORLD
      Fire Nation • Wind Nation • Earth Kingdom • Water Nation
                     The Outlands

                    LOWER REALMS
               Limbo     Demon World

Canonical spelling policy [OPEN to reconcile]: Souru Sosaeti (also Seireitei-like references), Limbo (older Limbo), The Reicht (older The Reicht/Schatten Bereich), and Wandenreich (Kinsei-associated domain) appear in documents. Pick one display name and retain all legacy aliases for search redirects; do not let the same realm become three different zones by accident.

17.2 Spirit World

Souru Sosaeti: fortified Soul Reaper capital, white walls, four cardinal gates, seven active squad barracks, training, divisions, aristocratic holdings and a route toward Squad Zero and the Soul Palace. The Spirit World: many residential districts of varying wealth and safety; souls can train, work, join quests and seek entry to Soul Reaper life. The Reicht: hidden Kinsei realm with reishi architecture and separate politics; not merely a room inside The Spirit World. Soul Palace: transcendental seat of the crystal-bound Spirit King, Soul Guard history and central lore.

The King's betrayal/mutilation/sealing backstory, noble-house conflict, older Spirit King myth and final spark of new life are key story-arc material. The existing 30+ planned illustrated storyboards should be indexed by arc and timeline rather than confusing a storytelling slide with a gameplay quest already shipped.

17.3 Living World

Four major elemental-cultural nations, lesser villages (Rain, Waterfall, Grass, Hot Water, Snow, Frost, Hidden Among the Stars, Valleys, Whirling Tides, Stones), borders and cross-nation travel, rivers, docks, stables, city roofs, noble estates, shops, inns, hospitals, bathhouses, dojos, auctions, forests, caves and sewers. The Outlands is contested by any nation and planned for higher-risk PvP. The Living World should retain meaningful day-to-day life even after the strongest spiritual factions open.

17.4 Limbo

A white desert beneath a black sky and enormous white moon; the central palace has been referred to as Los Fieras in project plans (older draft references also used Las Noches). Hollow predation, Anima growth, Onikage evolution, mask and rusted weapon quests, Espada political violence, and Menos-forest environments belong here. The correct palace name and content source must be verified before the public wiki lists it as a fast-travel destination.

17.5 Demon World

Demon World has four directional kingdoms/palaces ruled or contested by great kings, with dark crystalline fortress architecture among planned asset concepts. Soul contracts, Demon conversions, soul-consuming conflict, infernal releases and Fallen legacy quests anchor its stories. Demon World is not necessarily nothing but lava; earlier art direction specifically requested a dark crystal palace rather than a magma palace.

17.6 Special maps and transition zones

Documented settings include the Vizored/Gedōshin underground, Whitelighter hideout, giant sewer system, roof-access villages, casinos near Gedōshin/Whitelighter compounds, and Village Hidden in the Waterfall. The waterfall is a distinctive side-scrolling challenge area with a mid-falls village, behind-water caves, side exits, ledges, and two colossal carved samurai facing each other across the water. Realm travel may use gates, quests, safe zones, cooldowns, patrol threats, organizational permission and spiritual rules; these have to be specified by portal instance, not guessed globally.

17.7 Map node encyclopedia [PROPOSED]

Every actual scene node should have: NodeID, world/realm, location label, map coordinate, scene file, minimum level (if any), entry condition, respawn anchors, transport links, safe/contested/war status, NPCs, quests, resource spawns, region-specific law and known environment effects. In-game minimap and full map should share the same authoritative node IDs.

18. Quest design, relationships, aging, and social systems

18.1 Quest classes [ESTABLISHED concept; PROPOSED structure]

Tutorial, main story, race quest, class mastery, Kidō discovery, weapon training, House secret, profession order, nation war, reputation task, criminal/bounty, evolution, rescue/medical, spirit-bond, PvE dungeon, faction promotion and seasonal/recurring event. Each quest should specify eligibility, event history, repeatability, choice ramifications, Yin/Yang changes, Reputation effects, Karma not auto-awarded unless the actual design allows it, XP, skill unlocks, known element changes, organization rank and whether it is safe to abandon.

18.2 NPCs remember behavior [ESTABLISHED aspiration]

NPC reactions are influenced by quests completed, crimes committed, prior dialogue, social standing, nation, race, relationships and demonstrated benevolence/cruelty. Reputation can differ by town. NPC dialogue should describe a real effect, and should not quietly attach new +/- mechanics to a choice without showing them when discovery is intended.

18.3 Social profile [ESTABLISHED]

Profile elements discussed: Name, Age, Karma, Crime, Citizenship, Relationship, Motto (100 characters proposed), Mood, History; plus extended radar stats, personality, House, race and social affiliations. The target window may allow Karma voting when eligible; its +/- vote controls disappear while on cooldown. The history timeline should mark important legal, social, combat, relationship, death, and release achievements, respecting privacy and moderation constraints.

18.4 Relationship and personality influences

These create long-lived identity pressure on spiritual release evolution. Friendships, rivalries, sworn protectors, betrayal, marriage/relationships, House lineage, mentorship and care given to fallen players may develop personality interpretations. Do not create an undisclosed permanent combat handicap solely because a player selected single/married or a gendered cosmetic option.

18.5 Aging and identity continuity [OPEN]

Age, height, weight and body shape are part of the character data and may change through quests or racial progression. Prior Anima discussion requests a new randomized stage/childlike sprite and later age-up appearance steps in legacy designs; latest explicit rule is level-50+ Onikage facial customization. Whether mortal Humans age physically, whether dying resets age, and whether body-shape changes alter hitboxes remain unverified. Preserve past appearances in history if practical.

19. Professions, gathering, crafting, and equipment economy

19.1 Skill families already discussed [ESTABLISHED]

Category Named disciplines / activities Typical purpose
Martial Bows, Swords, Axes, Daggers, Clubs, Staff, Wand, Throwing, Hand-to-Hand, Blocking, Shields Weapon accuracy, damage, defense, technique unlocks
Movement Sprinting, Swimming, Water-Walking, Riding, Sailing, Hiding, Sneaking Traversal, speed, concealment, mounts, boats
Armor Cloth, Light, Medium, Heavy Encumbrance and defense proficiency
Spiritual / scholarly Focusing, Scholarship, Cartography, Eavesdropping Spiritual concentration, research, map info, intelligence
Gathering Herbalism, Forestry, Mining, Fishing, Skinning, Logging Material production and crafting components
Rogue and social Stealing, Disguising, Disarm Trap, Backstabbing, Bribery Illegal tactics, espionage, political gameplay

Different skills can modify multiple stats or be affected by them. The names above are from design discussions; exact level caps, per-skill XP curves and item tables are [VERIFY IN PROJECT].

19.2 Crafting and stations [PROPOSED reference structure]

Crafting recipes should name ingredients, sources, profession/milestone requirements, station requirements, output quality, failure handling, stat interactions, recovery/salvage, market values, and item binding. Do not invent a crafting station enum or recipe ID from prose. Existing Unity scripts such as ScriptableRecipe should be treated as authoritative once retrieved. Gathering nodes need server controls against duplicate harvesting and AFK bots.

19.3 Shops and infrastructure [ESTABLISHED concepts]

The world needs combined and specialized mining, logging, and skinning shops; dojos; libraries; administrative records; inns; horse stables; bathhouses; docks; hospitals; auctions; and nation-/realm-specific merchants. Shops selling equipment should teach the requirement display rather than automatically refusing a race because it “normally uses a bow.” The many already planned interior and tileset assets are map-building concepts, not proof of functional merchant NPCs.

For complete profession, player-owned-business, bazaars, auction escrow, and property integration details, see Chapters 32–36.

19.4 Trade, auction and loot economy [PROPOSED]

Document fees, bidding windows, listing limits, settlement, taxes, item rarity, binding, trading restrictions, currency sinks, crafting demand and anti-dupe transactions. Markets can be realm-specific or accessible through port networks, but cross-realm item flow and tax rules are [OPEN]. Character death and soul transformation need an explicit equipment-retention table before introducing valuable tradable gear.

20. Movement, transportation, travel, and map navigation

[ESTABLISHED movement/animation concepts] Running, sprinting, swimming, Water-Walking, jumping, flying, riding, sailing, sneaking/crouching, rolling, blocking, gliding and dragging an incapacitated ally. Combat and environmental animation sets include hand signs, SP charging, eating/using items, punching, kicking, slashing, thrusting, stabbing, roundhouse kicks, backflips, and casting.

20.1 Stamina [ESTABLISHED UI and gameplay]

Stamina is its own HUD bar, green at full and progressively yellow/orange/red as depleted, and should show a red X over its running-person icon at zero. Total exhaustion produces a one-second stun in the prior design. Avoid making the bar completely invisible in combat. Vigor, Endurance, Agility, equipment load, terrain and active techniques may contribute; exact costs and regen are [VERIFY].

20.2 TP and SP [ESTABLISHED]

SP means Spiritual Pressure, the resource used for spiritual techniques. TP is an additional 0–300% tactical resource, with TP-consuming techniques available above 100%; the specific build/decay and release interaction are [VERIFY]. HP is health and XP drives level. Keep abbreviations consistent in tooltips, settings and patch notes; do not call SP 'MP' in the canonical wiki without documenting it as a legacy alias.

20.3 Navigation and camera [ESTABLISHED]

Full map opens with M and has been planned with the quest log alongside it. A separate minimap exists. Most maps use a high-resolution top-down/angled 2D hand-drawn presentation with player height around 120–130 px, commonly 125 px for art scale, while the waterfall special map switches to a side-scroller/camera tilt. Collision, pathfinding, and server movement must remain coherent during camera mode transitions.

For ship operations and transportation contracts see Chapter 35; horse ownership and training is in Chapter 38; pets and companions are in Chapter 37.

20.4 Travel and world law [PROPOSED]

A realm portal is not equivalent to class permission: eligibility depends on race, quest, faction, citizenship, spiritual timer, prison/wanted status, and location rules. Teleports and Sonído/Shunpo-like skills need counterplay to Kekkaishi seals and server-side checks against walls, anti-cheat and map borders. Death-return locations are another system and can include houses, squads, safe hubs or realm-specific anchors if defined.

21. PvE, enemy AI, bosses, wars, raids, PK and PKK

21.1 Enemy behavior [ESTABLISHED AI requirement]

When chasing a target, enemies follow a sensible route. If blocked, pursue the last known position. If unreachable, back up while facing the player when rear space is safe, look for another path/distance, then return to patrol if the target cannot be recovered. Do not allow repeated wall collisions or endless “run into obstacle” behavior. Line-of-sight and last-seen tracking should be server-authoritative.

21.2 Combat environments

Movement restrictions, narrow bridges, high ground, walkable roofs, tunnels, water, cliffs, caves, pits and tight city alleys all affect fighting. AoE must follow the 2D world's actual tile/collision geometry and telegraph boundaries clearly. Boss designs should include target priority, interrupts, ranged danger, group roles, death recovery, mechanics, rewards, and a plan for grief-prevention in high-stakes instances.

21.3 PvP, PK, PKK [ESTABLISHED broad goals; rules OPEN]

PKer: a player who attacks or kills other players under the rules of the zone, with appropriate legal/moral consequences. PKKer: someone who hunts dangerous PKers, tracks crime, uses suppression skills and protects others. The game features national war and spirit-realm conflict, but not every PvP kill is a crime: wartime targets and lawful duels require separate flags. Criminal punishment, wanted scaling, corpse actions, soul destruction, and bounty awards must be logged and resistant to collusion.

21.4 Required PvP balancing rules [PROPOSED]

Control effects diminish when repeated, invulnerability cannot become permanent, instant-execute attacks need readable counters, walls/seals have break or expiration conditions, healing cannot indefinitely deny death, mobility has anti-spam cooldown/resource requirements, stealth has reliable reveal possibilities, and neither status nor element immunities can be stacked to guarantee a win. Make a PvE/PvP coefficient layer rather than gutting every spectacular boss-worthy release.

21.5 Group composition [PROPOSED]

A typical raid benefits from a main tank/off-tank, raid healer, single-target healer, DPS roles and a Kekkaishi controller; no raid should enforce identical race composition. A Seraph and Shinigami Jōreishi should heal differently but both remain useful. A Kinsei sword-wielding Shura is a legitimate melee DPS; a Shinigami bow-shaped Zentachi Stage II is a legitimate ranged DPS.

22. The HUD and interface encyclopedia

22.1 Player vitals [ESTABLISHED]

The redesigned compact vitals include a centered racial card, HP and SP on two left rows, TP and Stamina on two right rows, and an upper transparent black identity line with player name (left), circular level indicator (middle), and title (right). Above that, buffs are displayed left and debuffs right; an additional cast bar appears when casting. The display has a semi-transparent dark, orange/white Bleach-inspired theme, separate cropped image assets and the option for user/target variants.

[ Beneficial Effects                  Harmful Effects ]
[                  CAST BAR (when active)              ]
[ NAME                 (Lv)                        TITLE ]
[ HP  ████████    (RACE PORTRAIT)    TP  ███████░░  ]
[ SP  ███████░░                       ST  ██████░░░  ]

All bars should have aligned visual lengths where the chosen design requires them. Stamina may be drawn slightly thinner but matches TP length. TP reaches 300%; TP skills require more than 100%. Stamina trends green→yellow→orange→red, with a red X at zero and one-second exhaustion stun. HP red, SP blue. Numeric values for HP/SP and clearly labelled TP/ST belong on the full self HUD.

22.2 Other players' target display [ESTABLISHED]

The information other players ordinarily see above a target is limited: name, HP, level, debuffs and cast bar, with additional resource/stat visibility only when a legal skill or system permits it. Do not leak an opponent's private spirit blueprint, hidden Karma voters, hidden stats, or unrevealed release history. A full target panel may feature the racial portrait, Karma vote +/− (subject to cooldown), and profile arrow.

22.3 Character panel and profile [ESTABLISHED]

The character panel shows the 16-axis radar chart, numeric attributes, level-up +/- interactions, growth history and tabs for professions, general skills and character information. The profile has name, age, Karma, Crime, Citizenship, Relationship dropdown, 100-character Motto candidate, Mood dropdown, Save/Delete actions, and a scroll-style History timeline. A settings panel shares the same aesthetic and supports ordinary game/audio/UI controls.

22.4 Menu navigation [ESTABLISHED]

Earlier plank-style menu concepts include Map, Character, Professions, Guild, House, Nation, Squad, Quincy, Soul Reaper, Hollow, Fullbringer, Arrancar, Espada, Vizards, General Skills, Ninpō, Social/Friends, and Bounty. Public display names should be updated to the current canonical terms: Kinsei, Shinigami, Anima, Whitelighter, Onikage, Gedōshin. Show menu entries by eligibility but never erase the social history of an evolved character. Asset theme: hanging wood planks and chains emerging from a red gate. A separate objective list and minimap remain visible/accessible.

22.5 Quest icons [ESTABLISHED]

Quest states include Available, Not Available, Ready, Complete, with distinctive ? and ! marks (black/orange/white variants) and a subtle breathing animation. Players must be able to distinguish them by shape as well as color. NPC quest interactions should make choice repercussions and unlock requirements legible.

22.6 UI accessibility and correctness [PROPOSED]

Control bindings for skill bars, target switching and M-map; adjustable scale for ultrawide monitors; readable colorblind-safe bars; tooltip explanations of stats, afflictions, alignment, and release costs; visual distinction between active vs passive equipped slots; player-visible remaining hospital/revival timer; explicit lethal/consumption warning; accessible animations with reduced motion option. On 3440-wide desktop displays, UI must remain aligned at common Windows scaling values. Input lock on confirmation windows should never accidentally allow simultaneous attack or item drag.

23. Fishing, consumables, inventory, and dropped loot

23.1 Fishing [ESTABLISHED feature targets]

Fishing has a planned UI and animations for casting/line jerking, 10 different rods and 30 different baits, with distinct strengths and fish preferences. Rod quality alone does not guarantee every catch: weight, water condition, bait type, player proficiency, stats, location, and fish behavior should contribute. The actual ten/30 item names, rarity, durability and fish table are [VERIFY / OPEN].

Proposed fishing data fields

RodID, Strength, Handling, Durability, AllowedBaits, BestFishFamilies, StatRequirements; BaitID, PreferredFishFamilies, Region, ConsumedOnCast, Price, Tradeability; FishID, Habitat, Difficulty, SaleValue, RecipeUses, SpecialWeather, MinSkill, AntiFarmWeight.

23.2 Anti-automated fishing rule [ESTABLISHED intent]

The documented enforcement goal is three escalating warnings/strikes with a permanent account ban after the third confirmed auto-fishing incident, plus a clear ban notice at future login. For fair operation, use server-side evidence, false-positive safeguards, an audit trail, and a published appeal/support process. Avoid automatic permanent sanctions from mere unusually good timing or one suspicious cast. Exact warning language and investigation thresholds are [OPEN].

23.3 Inventory and world bags [ESTABLISHED]

Manual drop or an applicable death causes an interactable world loot bag, not immediate automatic insertion into someone else's backpack. An item bag needs a server-controlled ID, contents, owner/loot permissions, claim state, despawn, visibility and rollback/anti-duplication. Death inventory loss and soulbound gear exceptions remain [OPEN]; the player-facing help should show them before risky gameplay.

23.4 Consumables and status effects [ESTABLISHED concepts]

Food, medical items, stamina aids, elemental reagents, baits, crafting resources and status-curing consumables belong to the economy. The status-effect system has several planned art sheets for buffs, debuffs, and visible effects on targets. Each actual effect should declare icon, benefit/harm, duration, stack count, dispel type and immunity/diminishing-return rules. Consumption during KO must use the same outcome locks as soul interaction.

24. Governance, moderation, prisons, and anti-bot rules

24.1 In-world prisons [ESTABLISHED design]

Each world/major realm has a prison or disciplinary area. Organization leaders were intended to have a short up to 15-minute in-world confinement option for misconduct in their realm, with an explanation of the problem and consequences for continued behavior. This is a role-play governance mechanic; it must not give leaders unilateral account-ban power or permit indefinite harassment. Appeals, permission checks, rate limits and system logs are [PROPOSED] safeguards.

24.2 Roles and jurisdiction [PROPOSED]

Define NationLeader, HouseHead, SquadLeader, DemonKing, EspadaSeat, Moderator, and Admin as separate permissions. A nation leader may issue lawful national orders but not spawn inventory items or teleport innocent rivals into prison. Server moderators can review grief reports but should not use lore titles as backdoor moderation permissions. Public activity logging of notable deaths, killer identity and contracts is part of previous design discussion; balance that public record with privacy, abuse prevention and server costs.

24.3 Wanted, bounty and PKK adjudication [PROPOSED]

Evidence should include attacker, victim, zone, war status, duel consent, bounty, last damage source, death event, rescue/contract/consumption events and verdict. Reward claim conditions should prevent guildmates repeatedly executing each other for free gold or Karma boosts. Wanted status can change guard and NPC behavior, but does not necessarily mean the character is spiritually Yang-dominant in every circumstance.

24.4 Account security and operations [PROPOSED]

Sanctions need dates, reasons, evidence, scope, appeal path, and audit. Trade/auction exploitation, cheating, speed-hacking, botting, item duplication and griefing need separate detection pipelines. Do not implement irreversible soul deletion as an alternative to player-account moderation. Destructive spiritual attacks should have game-state consequences (for example temporary return locks), not erase a customer's account.

25. Implementation, data model, and server authority

25.1 Project technical identity [ESTABLISHED]

Unity 6.6, heavily modified uMMORPG 2D DE, and Mirror networking are the known foundations. PC widescreen gameplay is the immediate target, with a prospective Steam release. The game uses sprite-driven top-down maps with some special camera transitions. The implementation in this section is architecture guidance, not a claim that the current Unity assemblies already implement these classes.

25.2 Core record model [PROPOSED]

Account
  AccountID, LoginID, ModerationStatus, Settings

Character
  CharacterID, AccountID, SoulID, ServerID
  Name, Surname, Age, Appearance, BodyShape, Height, Weight
  Race, PreviousRaces[], Nationality, HouseID, SquadID, OrganizationRoles[]
  Level, XP, 16 StatValues, StatHistory, WeaponMasteries, ProfessionMasteries
  ElementAffinities, PersonalRelationships, PersonalityVector, MoodHistory
  Yin, Yang, VotedKarma, ReputationByFaction{}, Crimes[], WantedByJurisdiction{}
  Health, SpiritualPressure, TP, Stamina, Injuries[], ActiveStatusEffects[]
  QuestStates[], WorldPosition, RespawnAnchors[], LifetimeHistory[]
  SoulBlueprintID, FirstReleaseState, SecondReleaseState

EquipmentItem
  ItemID, FormFactor, Material, Tags[], BaseHandlingRequirements{}
  RequiredMasteries{}, Stats{}, Durability, BoundStatus, OwnerID

SkillDefinition
  SkillID, SourceRace, Class, HouseRestriction, ElementTags[], PowerTags[]
  RequirementRules{}, Targeting{}, ResourceCosts{}, Cast{}, Cooldown{}
  DamageOrSupportModel{}, ScalingCoefficients{}, StatusEffects[]

DeathEvent
  EventID, CharacterID, WorldID, Trigger, Timestamp, KOExpiry
  CorpseID, GhostLocation, EligibleActions[], ResolvedOutcome, ResolverID

SoulBlueprintReservation
  ServerID, SoulBlueprintID, SoulID, ReservedAt, AllocationVersion

RacialTransition
  SoulID, FromRace, ToRace, CauseEvent, JudgmentSnapshot, QuestID, Timestamp

25.3 Server-first rules [PROPOSED]

Mirror server validates character attributes, XP, hit chances, gear requirements, all death-state transitions, Yin/Yang changes, player Karma votes, SoulBlueprint reservations, loot interactions, release availability, class/House restrictions, teleport legality and rank permissions. The client displays results and predicts safe cosmetic effects, but never determines whether its attack destroyed a soul or granted itself a rare release.

25.4 Canonical configuration files [PROPOSED]

Use separate strongly typed assets/tables for RaceDefinitions, EvolutionRules, ReleaseTemplates, WeaponFamilies, StatCoefficients, SkillDefinitions, ElementRegistry, HouseSecrets, NationalRules, MoralEventDefinitions, DeathJudgmentRules, QuestDefinitions, ProfessionDefinitions, CraftingRecipes, MapNodes, DropTables, FishingData, OrganizationRanks, and HelpPages. Each help page references the same authoritative stable IDs to avoid drift after patches.

25.5 Determinism and concurrency [PROPOSED]

26. Acceptance tests and balance requirements

Every high-impact design chapter needs a reproducible test rather than only lore text. This table is a starting production acceptance suite.

Scenario Expected result
Kinsei prefers swords Can train and wield ordinary swords; spirit bow release can become a sword if its reserved blueprint/history so determines
Shinigami masters bow Bow is usable with proper stats/mastery; Zentachi Stage II/Zentachi Stage III are not permanently sword-shaped
Demon becomes Fallen SoulID/reservation/history survive racial evolution; exclusive moves migrate according to explicit rules
Kinsei+ judgment Eligible celestial ascension path to Seraph; not automatically redirected to Demon/Fallen
Kinsei− judgment Demon World route eligible; conversion requires contract/quest rules, not mere death
Anima equips standard sword before Onikage Block with correct informative reason; natural unarmed abilities still function
Anima level 50 without enough consumed souls Cannot complete Onikage evolution; sees missing quota; no free sword reveal
Anima quest completes Three-quarters mask transformation, new customization, recovered named weapon, proper race flags
Two users seek same blueprint One server transaction succeeds; the other gets an available unique seed; no collision
3,000 seeds fully reserved Character cannot silently receive duplicate blueprint; apply announced capacity policy
Human level 50 unresolved KO Forced-respawn judgment chance 50%; otherwise hospital alternative; resolved exactly once
Human level 75 unresolved KO Forced-respawn judgment chance 75%; hospital 25%; reloading changes neither result
Rescue at 59-minute mark Correct revival/hospital flow; forced judgment canceled after valid rescue
A soul is consumed and contracted simultaneously Exactly one transition commits; duplicate action fails safely
Demon contract permitted Adds +666 Yang under applicable rule and routes target appropriately
Kinsei Destroy Soul Living World return locked for an authoritative random 5–14 in-game days; account remains intact
Yin 100, Yang 50 Qualifies as Yin > Yang Good condition; Karma score remains separate
Yin 50, Yang 50 Does not satisfy strict Good; neutral/tie handling follows configured rule
Player votes Karma Valid vote records once and +/- UI hides for 3+ days for that voter-target pair
No House at Lv75 (if proposal adopted) 18 active + 18 passive slots, no House secret skills
House at Lv75 (if proposal adopted) 15 active + 15 passive slots, eligible House secrets consume slots
Low stamina hits zero One-second exhaustion stun and red X; server enforces, HUD reflects
TP reaches 300% Correct meter display and only eligible TP actions usable above 100% threshold
Blocked monster path Tracks last seen position, safely backs away, seeks path, returns to patrol
Rival nation crosses border Faction/access flags correctly applied; permitted peaceful entry differs from hostile entry
PvP kill during authorized war Crime system applies war exception where law explicitly grants it
Anima/Onikage boss attack AoE respects tile boundaries, terrain and readable telegraph
Loot bag concurrent claims At most one claimant obtains each item; no dupe
Full screen 3440x1440 Radar, vitality panels, cast bar, targets and map remain legible and correctly anchored

26.1 Balance monitoring [PROPOSED]

Collect anonymized metrics for class/race win rates, kill participation, damage, effective healing, barrier uptime, dispel value, burst deaths, control chains, hospital rates, judgment outcomes, soul-consumption outcomes, weapon-family adoption, release-form diversity, elemental pick rate, and per-race progression. Balance across multiple encounter categories, not just 1v1 arena fights. Pay special attention to Kinsei melee success, Shinigami ranged success, rare support races and pre-Onikage Anima combat fairness.

27. Wiki publishing rules and unresolved decisions

27.1 Suggested article metadata [PROPOSED]

id: help.character.yin-yang
page_title: Yin and Yang
category: Character Systems
implementation_status: planned   # implemented | partial | planned | concept | deprecated
canon_status: established          # established | proposed | verify | open
last_reviewed: 2026-10-21
source_scene_or_asset: null
source_script_or_data: null
rule_version: 1
related_pages: [help.karma, help.judgment, help.character.creation]

27.2 Do not confuse design, current code, and player-facing promises

The Bible is allowed to include future systems, but the public help site must label them. Current in game = verified by file/source and test; In development = implemented partially; Planned = accepted specification without functioning code; Concept = attractive possibility not yet accepted. Future features can be described in the Bible without being marketed as available today.

27.3 Open decisions requiring an authoritative check

Decision or inconsistency Why it matters How to settle
Human selection to Kinsei/Whitelighter at level 15 vs 30 Quest eligibility Read race change scripts/quests; choose definitive gate
Human+/Human− exact spawn/moral classifications Judgment fairness Align state machine with latest Yin/Yang system
Ordinary Human fate in Hueco vs The Spirit World vs Demon World vs Wandenreich Realm progression Author exact precedence table using race + judgment snapshot
Hollow origin: earlier guaranteed unrescued Hollow vs latest percentage judgment Major consequence Latest percentage rule governs this Bible; verify death code
1-hour KO timer vs server-specific real-time/in-game time Rescue and offline fairness Confirm timer source, persistence, reconnect behavior
3–7 in-game NPC recovery and injuries Hospital experience Read medical centre mechanics
Demon evolution ranks vs final Fallen prestige evolution Player progression clarity Confirm required soul quotas and official rank names
Hollow intermediate evolutions vs Lv50 Onikage Evolution map and visuals Confirm staged names, requirements, appearance sequences
22 working element labels versus later 100-element Grimoire Accurate and stable element encyclopedia Preserve 22 legacy generator IDs and all 100 original Grimoire IDs; verify Unity ScriptableObjects and resistance records
Sixteen vs eighteen attributes Radar, combat and saves Confirm stat enum/data model
Exact paired 0.25% rule Combat calculations Export pairing map and scaling functions
700 branches and spell counts Searchable live compendium Count existing assets and classify branch vs spell vs release
3,000 seeded catalogue contents Avoid duplicates and invented lore Import actual seeded data file with IDs and commands
Release names for Demon, Seraph, Fallen and Kinsei's first stage Lore consistency Accept or replace proposed names in naming canon
House roster of 25 vs seven squad numbers Guild/nobility system Export House and Squad definitions separately
Realm spellings (The Reicht, Wandenreich, Limbo) Player search and links Select display name and redirects
Rank election/coup timetables Political gameplay Write organization charters from current rules
Death item loss and loot ownership High-stakes PvP fairness Inspect inventory and drop code
Class selection persistence across reincarnation Identity continuity Specify how learned generic mastery migrates
Stat requirements and use for each weapon type Universal weapon freedom Export inventory and mastery requirements
Quest/UI access for releasable spirit forms Soul identity delivery Inspect release tables and spell action definitions

| Noncombat bonus 2 attribute points per level | Core horizontal progression and anti-AFK fairness | Verify normal awards; define activity ledger, catch-up and milestone validation | | 100-element Grimoire and 22-type legacy generator reconciliation | Accuracy of resistances and spiritual releases | Compare all 100 Grimoire names and 22 original generation labels with actual Unity registry and seeds | | 100-element catalog migration | Save compatibility and seed stability | Keep original Grimoire IDs stable, use separate display order and safe content versioning | | Property buying, leases and inheritance | Durable wealth and judgment consequences | Confirm property records, permission models, estate/rebirth policy | | Player-run shops and business roles | Economy, crime and trading policies | Export vendor/crafting/commerce systems | | Auctions, bazaars and consignment | Item duplication and market security | Specify escrow, settlement, anti-wash-trade and market UI | | Sailing ownership, routes and port law | Navigation gameplay and server authority | Verify ship prototypes and passage rules | | Taming, pets and summons | Pet ownership, AI and balance limits | Define species, bond, command and entity limits | | Horses and stables | Mount skill, transport and persistent care | Define breeds, traits, tack, mounts, stabling and property hooks | | Repeatable reincarnation retention | Persistent SoulID and fair progress | Approve repeatable cycle, skill loss policy, property succession |

27.4 Source inventory for a code-verified Bible

Still needed to verify implementation: actual Unity HELP/wiki text, source scripts (particularly Entity/Player/Inventory/Skills/Death/Quest/Stats/Equipment), ScriptableObject assets, release seed catalogue, race/House/organization data, map node list, element catalogue, prefabs, UI screens, and economy/crafting/fishing data. These are on the project machine and are not present in this chat. The next update should reconcile these materials with each chapter; no editor should silently fill missing system facts with generic MMORPG assumptions.

28. Appendices: charts, terminology, sample journeys

Appendix A. Race/class natural compatibility [PROPOSED]

Race Shura Kongōei Hadōgen Jōreishi Kekkaishi
Shinigami 4 3 5 5 4
Demon 4 5 5 2 3
Kinsei 4 3 5 3 5
Seraph 3 3 5 5 5
Fallen 5 4 5 2 4
Whitelighter 4 3 2 4 4
Gedōshin 5 3 4 2 4
Onikage 5 5 4 2 3
Anima 5 4 2 1 2
Human 3 3 1 1 2

Score meanings: 1 = naturally difficult but possible within state restrictions, 3 = balanced/training-dependent, 5 = strong innate affinity. Never use as direct numeric combat multipliers. Living Humans cannot use full release mechanics regardless of affinity, and pre-Onikage Anima has formal equipment/release locks.

Appendix B. Abbreviations and terminology

Term Meaning
HP Health Points
SP Spiritual Pressure resource
TP Tactical resource, up to 300%, usable by some abilities above 100%
ST Stamina
XP Experience / character progression
KO Incapacitated / revivable state; not necessarily permanent death
PvE / PvP Player versus environment / player versus player
PK Player killing (legal/criminal depending on zone and context)
PKK Player-killer-killer, a counter-PK pursuit specialist
AoE Area of effect, including tile shapes
SoulID Persistent personal soul identity across racial transitions
BlueprintID Seed of an original spiritual identity, reserved against duplicates
Zentachi Stage II / Zentachi Stage III Shinigami First / Second spiritual releases
Zentachi Stage II / Zentachi Stage III Onikage First / Second releases
Kinsei+ / Kinsei− Kinsei judgment states/outcomes, not separate base races
Human+ / Human− Human soul/judgment qualifiers; precise criteria pending code review
No House Independent family status trading House secrets for flexible slot capacity

Appendix C. Three example character journeys [ILLUSTRATIVE]

A Kinsei who hates bows

A Human trains with swords and answers questions favoring direct close combat. When the Kinsei pathway becomes available, they become a reishi user but keep training heavy blades. Their SoulBlueprint is one of the uniquely reserved 3,000 identities. The first release quest awakens their personal spiritual focus in a sword form rather than a bow; the second deepens the same spirit. On a later qualifying good judgment, Kinsei+ ascends to Seraph and the sword manifestation may acquire a radiant elemental form. They do not automatically become a healer and their sword mastery is still meaningful.

A merciful Hollow

An Anima begins without conventional equipment, mastering fists, claws and changing damage shape. The player consistently protects allies and makes merciful choices, accumulating Yin history even though their species is predatory. With enough souls and level 50 reached, the Onikage quest reveals a named rusty soul weapon, shatters most of the mask and opens appearance customization. A later release might express an unusual defensive or restorative predatory power. Species is not a permanent moral verdict; judgment and consequences still apply.

A nameless Demon who becomes Fallen

A character enters Demon World, develops infernal powers, fights with staff and shield, rejects noble Houses and trains a mixture of regular skills. The No House path sacrifices inherited secrets but offers increased flexible slots under the proposed rules. Through ancient King legacy trials, the Demon evolves into Fallen; the same SoulID, relationships and soul blueprint continue. Their once-infernal focus becomes a primordial shield-and-staff construct in Zentachi Stage II and a large protective ancient manifestation in Zentachi Stage III. Fallen is the lost civilization, not the Kinsei+ Seraph race.

Appendix D. Future help-page checklist

For every public help article publish: player problem explained, prerequisites and unlocks, strengths, tradeoffs, available commands/UI, 1–2 realistic examples, interaction with stat formula and spirit release, loss/death rules if relevant, known counters, source of truth, implementation status, and links to related systems. For complex mechanics such as judgment include a decision tree and the actual verified percentage table. For a new weapon family include what makes it easy or hard to wield and how mastery changes that. For an element show strengths and weaknesses. For a House show benefits and loss of the No House capacity option.


The World Bible's non-negotiable closing rule

KARMA is not ten races that each use one stereotyped weapon. It is a persistent world of individual souls. Each player carries an evolving history; their many stats interact; their abilities and gear can be unusual; their spiritual focus can become ANY shape; their Yin/Yang, Karma, crimes, relationships, House, national citizenship and decisions have real consequences; and their Zentachi Stages II/III are uniquely tied to their reserved spirit identity. The purpose of the Bible is to describe that game precisely, mark what has been built, and give the team a common reference for what is still to come.

Edition 1.0 chapters end here; Edition 1.1 expands the Bible below (chapters 29–40).

29. Reincarnation, soul continuity, and rebirth

[ESTABLISHED] The world supports judgment, death-related racial changes, and long-lived soul identity. [OPEN] A repeatable reincarnation loop beyond the described judgment/evolution routes needs its own authoritative decision. Reincarnation must not be silently equated with a standard respawn, a new character slot, or a transformation.

29.1 Distinguish four different events

Event What changes What does not automatically change Player consequence
KO / rescue Temporary physical condition and possibly injury Race, SoulID, release identity Timely revival retains current life
Judgment / death Mortal life may end; new realm or soul state Account ownership, permanent history Higher-level Human consequences may be permanent
Evolution Race/subrace and accessible questline Core soul identity and accrued biography Anima→Onikage, Demon→Fallen, Kinsei+→Seraph
Reincarnation [OPEN] A new living incarnation or cycle, if implemented SoulID can persist by design May begin a new mortal chapter; exact level/skill rules must be approved

Do not erase a player's previously reserved spirit seed during death, judgment, evolution or optional reincarnation. It connects the character's personal release, accumulated answers, mood patterns, fighting habits, relationships, House connections, karma and recorded experiences. Preserve the original spirit's full-name and half-name history, incantations, learned spirit lore, and release milestones in an archival record even where the new race must earn equivalent techniques anew.

29.2 Retention matrix [PROPOSED — design decisions pending]

Feature KO recovery Judgment/evolution Optional reincarnation
Account and purchases Retained Retained Retained
SoulID and blueprint reservation Retained Retained Retained
Character biography and event log Retained Retained Retained across incarnations
Name / appearance Usually retained Form-specific edits may unlock New name/form possible; preserve aliases
Ordinary weapon experience Retained Retained or converted via proficiency policy Inherited experience vs relearning is OPEN
Race-only skills Unchanged Converted, archived, or locked for incompatibility Archive until eligible rather than duping powers
Class discipline Unchanged Player-facing preserve/respec policy required May allow a fresh class choice; OPEN
House property, guild roles and business Retained Succession and realm/legal access rules needed Inheritance and heirs system is OPEN
Karma, Yin/Yang and criminal history Event-sensitive Judgment uses an immutable snapshot New life may have social amnesty without erasing spirit history
Equipped possessions KO/drop rules Soulbound/storage/drop/inheritance matrix needed Must explicitly define estate and vault treatment

29.3 Judgment precedence and player fairness

The latest existing high-level Human design uses a one-hour rescue window followed, if eligible and unresolved, by a judgment chance: 50% at level 50, rising 1 percentage point per level to 75% at level 75. The complementary outcome is a hospital recovery route. Racial soul contracts, soul consumption, purification, and Kinsei destruction effects require explicit precedence (see Chapter 12). No reconnect, simultaneous attacker, or duplicate command should reroll a resolved fate.

When judgment applies, record a server-signed snapshot of Yin/Yang, Karma, crimes, reputation, class, profession records, relationships, origin race, and SoulID. Display the result and its explanation. Kinsei+ is eligible for Seraph; Kinsei− can be condemned to Demon World and potentially become a Demon; Human− can also take a Demon route; Demon may evolve Fallen through their ancient King legacy; Anima reaches Onikage through level-50-plus soul-consumption quests. These pathways are not generic automatic respawns.

29.4 Reincarnation system requirements [PROPOSED]

If a repeatable reincarnation loop is adopted, specify (1) voluntary/forced eligibility, (2) whether a player may become Human again, (3) reincarnation level and attributes, (4) inherited mastery percentage and caps, (5) whether past crimes follow the soul, (6) property inheritance, (7) active release restrictions, and (8) anti-abuse limits. Death should never be a shortcut for farming new permanent rewards, rerolling reserved spiritual identities, laundering crime, or reclaiming duplicated property.

A good client interface would present What you keep / What you lose / What unlocks / What remains unresolved before a consequential quest turn-in.

30. Two extra stat points per level through living the world

[ESTABLISHED — NEW DESIGN REQUIREMENT] Players can earn up to two additional attribute/stat points per level by participating in meaningful activities and world systems rather than relying exclusively on combat grinding. This is extra progression on top of ordinary leveling, not two additional types of attributes. The game's named attributes remain the existing sixteen unless the optional eighteen-stat revision is approved.

30.1 Player-facing rule

A player who advances a level may obtain their normal level-up points and can also earn as many as two bonus attribute points attributable to that level's non-grinding activities. The exact ordinary point allotment, eligible level range, and whether points can be earned retroactively are [OPEN]. Do not publish a guaranteed lifetime total before those policies are chosen. If awarded only on level increases from 1 to 75, the upper theoretical bonus is 74 × 2 = 148; an award also attached to creation/level 1 would make it 150. Neither starting-policy assumption is currently certified.

30.2 Activities that may qualify [PROPOSED examples, not completed activity registry]

Activity Demonstrable accomplishment Attributes it naturally engages Exploit guard
Exploration / cartography Discover new legitimate regions, survey landmarks Perception, Wisdom, Endurance Unique discovery IDs, not repetitive walking loops
Sailing and navigation Complete voyages, chart a new route, weather judgment Perception, Dexterity, Willpower Actual travel and navigation input; route reuse diminishing returns
Riding / horsemanship Train a mount, finish an endurance or obstacle challenge Agility, Endurance, Empathy Daily/frequency thresholds; prevent AFK mount circles
Taming and pet care Successfully bond, feed, teach and care for companions Empathy, Charisma, Wisdom One-time training milestones; no pet-spam abuse
Forestry / logging Identify species, safely process a new quality tier Strength, Dexterity, Endurance Node diversity, crafted result validation
Mining / smithing Prospect a seam, refine an alloy, complete quality commission Might, Perception, Intelligence Unique material/output milestones, no crafting-trade loops
Herbalism / healing Research an herb or safely treat an actual injury Wisdom, Empathy, Faith Real healing impact, no self-injury collusion
Commerce / bazaars Fulfill independent customer orders or fair market transactions Charisma, Intelligence, Perception Anti-wash-trade / alt-account limits
Construction / housing Complete a meaningful structure, furnishing or permission milestone Dexterity, Strength, Intelligence One-time property/blueprint milestones
Quest diplomacy / politics Resolve a meaningful civic or relationship quest Charisma, Empathy, Wisdom, Willpower Branch-outcome audit, no dialogue replay farm
Scholarship / spell studies Identify a new lore source or complete a technical trial Intelligence, Wisdom, Willpower Unique discoveries; no repeated trivial quiz
Fishing / gathering Diversify species, baits, conditions, quality Perception, Dexterity, Patience via related stats Species/condition novelty, anti-bot controls

30.3 Award model [PROPOSED]

Use two capped achievement tokens per level band, called Life Experience Marks in this draft. A qualifying noncombat accomplishment may fill a mark. Two filled marks convert into two free attribute points; no ordinary monster XP or endless clicking grants these marks. Activities should reward milestones, not raw action counts. Avoid forcing players to own property, buy premium items, socialize publicly, or join a House to reach the cap.

Alternative valid design: Allow one mark for any meaningful profession/exploration accomplishment and the other for a different noncombat category, ensuring players actually sample the world. Because some players have access limitations, equivalent solo and group paths must exist. The official diversity rule is [OPEN].

Do not automatically increase the attribute most associated with the activity: players can choose where to allocate the two earned points, or the UI can offer a thematic suggestion without forcing a build. An archer who spends time sailing should still be able to invest in Wisdom if desired. Because all actions use several stats, the source activity can optionally award profession mastery XP separately without double-crediting the same accomplishment.

30.4 Catch-up, storage, and server audit

30.5 Example: level earned without monster farming

A player completes a new cartography landmark and an advanced horse-training challenge while progressing from level 24 to 25. These legitimate accomplishments satisfy the two extra-point opportunities for that progression band; the player invests one point in Perception and one in Empathy. The choice improves numerous secondary calculations, not only mapping or horse handling. The ordinary level-up attributes remain unchanged by this system.

31. Elemental Codex: the 100-element Grimoire, arranged from Classical to Primordial

Status: ORIGINAL GRIMOIRE NAMES AND ORDER PRESERVED AS DATA; DISPLAY GROUPING NEW. This chapter replaces the earlier title “The twenty-two elements and eight future expansion slots.” It does not imply that all 100 branches are currently implemented in the Unity project.

31.1 Elemental catalogs, IDs, and releases

The earlier Shinigami procedural codex defines 22 working element categories for a particular generation of release templates. The later Ultimate 100 Elements Grimoire defines 100 named elemental design concepts. These are two different scopes. The master Wiki catalogs all 100 without deleting or renumbering the original 22. The original Element # identifiers remain permanent source references; the new order is a presentation field rather than a replacement identifier. No race, class, nation, or spirit-weapon form is restricted merely because its signature element sounds like another race's traditional affinity.

A released spirit bow may become a melee weapon; a Zentachi may change into any trained weapon form. Element affects the nature of techniques, not the right to equip stat-qualified gear. Player records, skills, seeded releases, and saves should use immutable IDs, never the alphabetical or webpage sort position.

Important data-quality issue: The source PDF frequently lists the same opponents under both 'Strong Versus' and 'Weak Versus'. The values conflict and must not be published as a valid combat-counter matrix. The skill examples use repeated “Custom Resonance Wave” names, so treat those as design placeholders unless project data confirms otherwise. The spell's described role is reported below, but unverified damage bonuses, resistances, and cooldowns have deliberately not been invented.

31.2 Browsing the 12 elemental families

The families are editorial categories for discovery and wiki navigation, not tiers that force level requirements or power rankings. They progress from tangible elements to weather, substances, consciousness, dimensional phenomena, and finally Primordial principles.

31.2.1 Classical Foundations — 4 elements

Fundamental elemental matter and motion: the most intuitive place for new players to begin.

Display # Grimoire ID Element Primary described function
001 #1 Fire Scorching offense, area denial
002 #2 Water Adaptable crowd control, healing surges
003 #3 Earth Unbreakable physical setups, defensive fortification
004 #4 Wind High agility, displacement, short-distance teleports

31.2.2 Weather & Atmosphere — 11 elements

Clouds, changing temperatures, pressure, winds, and regional weather phenomena.

Display # Grimoire ID Element Primary described function
005 #10 Ice Deep freeze crowd control, structural walls
006 #52 Frost Movement scaling slows, progressive freeze mechanics
007 #51 Mist Line of sight blocks, evasion rate increases
008 #6 Steam Blinding clouds, burn status ticks
009 #73 Vapor Alchemical gas clouds, broad inhalation metrics
010 #13 Smoke Line-of-sight breaking, choke debuffs
011 #80 Gale High range wind knockbacks, directional currents
012 #88 Tornado Vortex multi-target center pull nodes, lift mechanics
013 #81 Blizzard Mass map visibility reduction grids, freezing ticks
014 #56 Ozone Lightning spell damage multiplier sky screens
015 #96 Vacuum Reduced atmospheric pressure; techniques and balance await game-source verification

31.2.3 Lightning, Light & Radiance — 9 elements

Electrical discharge, light and shadow, solar and lunar effects, and celestial eclipses.

Display # Grimoire ID Element Primary described function
016 #9 Lightning High burst DPS, instant stun procs
017 #50 Spark Fast casting starters, dynamic combo ignition
018 #86 Static Continuous skill bar shuffling, spell misfires
019 #35 Plasma Superheated energy bursts, barrier bypass
020 #15 Light Blinding accuracy drops, holy recovery fields
021 #16 Shadow Stealth scaling, backstab multipliers
022 #31 Solar Blinding high temperature rays, continuous burns
023 #32 Lunar Gravity tide pulling, stealth vision procs
024 #53 Eclipse Dual cosmic scaling setups, darkness triggers

31.2.4 Earth, Terrain & Volcanic — 10 elements

Ground material, terrain manipulation, volcanic activity, and localized geological hazards.

Display # Grimoire ID Element Primary described function
025 #14 Sand Accuracy reduction, desert terrain generation
026 #12 Mud Movement speed reduction, blind effects
027 #55 Mire Quicksand movement traps, heavy weight setups
028 #89 Silt Riverbed soft terrain vision blocks, slow metrics
029 #48 Dust Erosion armor shred, vision impairments
030 #82 Quake Tile-based balance trip drops, casting breakers
031 #11 Magma Persistent floor hazard blocks, volcanic bursts
032 #76 Lava Flowing persistent ground fire tiles, heavy terrain
033 #59 Salt Crystalline salts and mineral deposits; techniques and balance await game-source verification
034 #39 Ash Accuracy down smokescreens, flame decay indicators

31.2.5 Metals, Minerals & Materials — 12 elements

Refined and natural materials, weapon reinforcement, mineral structures, and corrosion-related matter.

Display # Grimoire ID Element Primary described function
035 #5 Metal Physical armor piercing, blade enhancements
036 #91 Iron Solid unbreakable structural weapon blocks, poise scales
037 #92 Silver Anti-demon purification damage arrays, moonlight boosts
038 #90 Gold Premium wealth transaction magic, heavy defense lines
039 #95 Titanium Ultimate heavy metallic poise structures, stun immunities
040 #57 Mercury Liquid metal armor bypass, high toxicity lines
041 #60 Lodestone Magnetic metallic pull nodes, physical disruption
042 #36 Rust Attack speed reductions, weapon scaling debuffs
043 #87 Jade Jade mineral affinity; techniques and balance await game-source verification
044 #38 Crystal Magic amplification arrays, light beams
045 #37 Glass High critical multiplier reflections, fragile barriers
046 #46 Amber Target crystallization, total movement lockouts

31.2.6 Nature & Living Matter — 11 elements

Plant growth, living tissues, biological substances, and naturally formed organic structures.

Display # Grimoire ID Element Primary described function
047 #21 Wood Rapid structures, snare roots
048 #25 Fungus Area-of-effect poison spores, underground traps
049 #72 Spore Airborne fungal spreading clouds, continuous setups
050 #71 Sap Sticky movement armor layers, node traps
051 #97 Coral Subterranean ocean spiky defense block tracking
052 #45 Flesh Max HP attribute scaling, mutation stat shifts
053 #24 Bone Shield absorption, high defense cages
054 #23 Blood Vampiric health returns, physical scaling
055 #75 Scale Absolute dragon hide defense shields, block parameters
056 #79 Slime Elastic physical damage absorption shields, bounces
057 #74 Ichor Higher order magic generation buffs, raw energy lines

31.2.7 Toxins, Corrosion & Decay — 8 elements

Poisonous, corrosive, infectious, or chemically reactive effects and associated battlefield hazards.

Display # Grimoire ID Element Primary described function
058 #22 Poison Stacking DPS over time, healing mitigation
059 #70 Venom Nervous system delay mechanics, cast slows
060 #26 Plague Contagious multi-target debuffs, stat decay
061 #54 Blight Resource regeneration halts, crop dead zones
062 #34 Acid Armor destruction armor shredding, continuous ticks
063 #47 Oil Slick surface mechanics, high flame ignition links
064 #58 Sulfur Demonic fire spell scaling multipliers, stinky smoke
065 #78 Brimstone Volcanic explosion payloads, heavy structure breaks

31.2.8 Physical Forces & Energy — 6 elements

Momentum, vibration, heat, radiation, force fields, and other physical interactions.

Display # Grimoire ID Element Primary described function
066 #33 Sound Casting bar interruption, distance sonic booms
067 #66 Kinetic Momentum damage modifiers, running impact scaling
068 #67 Thermal Ambient temperature field alterations, scale metrics
069 #69 Friction Sudden melee counter heat, slide burst tracking
070 #98 Force Pure physical kinetic pushes, space clearing tools
071 #68 Radiation Permanent cell decay ticks, mutation triggers

31.2.9 Mind, Soul & Illusions — 7 elements

Consciousness, emotions, spiritual identity, phantasms, and perceptual manipulation.

Display # Grimoire ID Element Primary described function
072 #7 Spirit Raw magic scaling, barrier manipulation
073 #8 Soul Target max resource draining, state linking
074 #17 Mind Resource drain, target control flips
075 #18 Heart Empathy links, status clean buffs
076 #44 Mirage Ghost image duplications, hate table confusion
077 #94 Phantom Untargetable illusion projections, ghost lines
078 #65 Torment Spiritual pressure debuff weight frames, slow ticks

31.2.10 Astral & Cosmic — 6 elements

Stellar bodies, deep space phenomena, and higher-plane astral manifestations.

Display # Grimoire ID Element Primary described function
079 #28 Cosmos Stellar long-range projectile arrays
080 #85 Nebula Ethereal mana regeneration fields, starry dusts
081 #83 Meteor Cosmic heavy drop AOE target crush triggers
082 #84 Pluto Frozen outer cosmic dark magic, chilling lines
083 #29 Aether High divine magic scaling, status immunity
084 #77 Aetheria Spiritual dimension phase tracking, ethereal forms

31.2.11 Dimensional & Transcendent — 8 elements

Otherworldly domains, space and time manipulation, absence, and dimensional travel.

Display # Grimoire ID Element Primary described function
085 #30 Nether Shadow damage manipulation, curse triggers
086 #49 Abyss Crushing underwater dark pressure, stamina drain
087 #27 Void Absolute spell absorption, line breaks
088 #63 Null Absolute area clean modules, dispel field grids
089 #43 Space Dimensional rift creations, mass blink arrays
090 #19 Gravity Massive group pulls, heavy weight slow frames
091 #20 Time Cooldown reduction loops, reverse health state triggers
092 #93 Chrono Action queue speed-ups, frame acceleration loops

31.2.12 Primordial & Sovereign — 8 elements

The final and most abstract family: cosmic law, probability, morality, order, chaos, causality, and singularities.

Display # Grimoire ID Element Primary described function
093 #42 Fate Karmic loop setups, guaranteed crit conditions
094 #61 Karma Reflected negative state metrics, balance tools
095 #41 Order Fixed damage limits, absolute balance parameters
096 #40 Chaos Randomized debuffs, volatile burst fluctuations
097 #62 Discord Spell silent arrays, macro channel breakage lines
098 #99 Logic Spell critical mathematically perfect calculation trees
099 #64 Miracle Low health massive heal saves, recovery loops
100 #100 Singularity Ultimate map center gravitational complete collapse grid

31.3 Player-facing descriptions, strengths, and weaknesses

Each element's grimoire entry contributes a suggested combat role, not a verified resistance or advantage multiplier. Any final player-facing element page needs: recognizable visual emblem, element summary, typical attacks, tile patterns, status effects, environmental interactions, crafting value, synergistic combinations, verified enemy counters, defenses, weaknesses, SP costs, incantations, and release interactions. Each must cite actual Unity configuration or a formally accepted design rule before numerical values are published as fact.

The site's Element Codex is a standalone searchable visual catalog (see grimoire.html inside the website package). The 35 emblems already supplied are included without changes in their artistic identity. The other 65 entries have labels and documented source roles, but do not yet have matching user-approved artwork.

31.4 Adding more elements after one hundred

Add stable new element IDs and attach one family and display position to each. Never reuse an ID after it has appeared in a character save, a soul-seed record, a learned spell, a profession recipe, or an auction listing. Each status/effect is separately versioned. Re-sorting a webpage should not alter actual combat data. An element can belong to a primary family while secondary tags (e.g., weather, poison, light, spirit) support richer filtering later.

31.5 Relationship to the four nations

The four Living World nations — Fire Nation, Earth Kingdom, Wind Nation, and Water Nation — have their own insignias. The Outlands is a separate region. These four nation symbols are not the same as universal Fire, Earth, Wind, Water, and Lightning element emblems. They can appear on nation pages alongside the elemental encyclopedia without implying ownership or exclusivity.

31.6 Balance and safety checks [OPEN]

  1. Confirm exactly which Grimoire names exist as Unity element definitions and which are proposed content.
  2. Audit incompatible Strong Versus and Weak Versus values in the source before making a weakness chart.
  3. Reconcile all 22 legacy seeded-release labels against the new 100 without silently remapping player records.
  4. Replace placeholder skill descriptions with authoritative specific abilities when available.
  5. Check status stacking, immunity, dispel priority, environmental hazards, and PvP reduction independently of taxonomy.
  6. Complete the remaining 65 ornate emblems in the supplied design style; do not represent placeholders as finished artwork.

32. Property, homes, land, buildings, and player housing

[ESTABLISHED — NEW WORLD REQUIREMENT] Players can buy houses and own property. [OPEN] The exact housing economy, available parcels, interior decoration, taxes, capacity limits and persistence model. [PROPOSED] The following defines the systems the game needs to make ownership meaningful and fair.

32.1 Property classes and acquisition

Property type Role in the world Possible upgrade paths Principal constraints
Cottage / village house Safe domestic base, role-play, limited storage Furniture, storage, garden, rooms Limited footprint, local law
Townhome / urban dwelling Social hub near markets and services Guest room, trade counter, crafting area City plot scarcity, municipal rules
Estate / noble holding Family politics, meetings, private courtyard House chambers, decorative halls, training space Nobility eligibility and land grants
Workshop Production-focused property Station upgrades, warehouse, employee permission Noise/industry zoning; material costs
Stable and pasture Housing and breeding/training animals Tack room, training yard, feed stores Animal welfare/stock limits
Dockhouse / warehouse Maritime trade, storage, provisioning Berth, loading equipment, ledger Dock permissions and port tariffs
Inn or shop premises Player-operated service or storefront Rooms, displays, contracts, signs Business licenses, trading permissions
Guild / squad headquarters Collective organization space Meeting hall, vault, training arena Multi-member ownership and transfer rules

Buy, rent, inherit, earn via quest, or win through an approved public land system only as individually configured property acquisition methods; do not imply all methods exist today. Land/property must have stable server IDs and authoritative transactions. Distinguish ownership of a physical building from clan/House affiliation. A player declaring No House still needs eligibility to buy a regular dwelling; otherwise that origin becomes a forced economic handicap.

32.2 Functional house systems

Potential functions include secure containers, visible trophies, furniture placement, crafting stations, gardens, pets, personal spawn/travel access where allowed, private events, roommate roles, shop displays, and persistent decorations. House ownership should not grant secretly superior combat stats merely for being wealthy. If a bed gives rest benefits, list its amount, duration, stacking rules and equivalent public alternatives. House secret Kidō belongs to the character's noble House organization, not to the house building they bought.

32.3 Permissions and security [PROPOSED]

Publish distinct roles: owner, co-owner, tenant, guest, merchant, worker, stable hand, guild officer, and public visitor. Separately control door entry, container access, decoration, crafting, animal handling, stall management, and shop proceeds. Every storage operation and title transfer should be logged. Server authority checks must prevent visitors opening private chests, damage through walls, unauthorized animal release, and vendor theft by permission spoofing.

32.4 Property economics and lifecycle

Define price, currency, taxes/upkeep, repairs, demolition, abandonment, foreclosure, escrow, vacancy, limits per character/account, and transfer to heirs upon reincarnation. If a player crosses realms after judgment, the system must make it explicit whether property remains owned, becomes managed by proxies, is inherited, or becomes inaccessible. A player's Housing UI should show owner, location, property class, rooms, fees, guests, access rights, stored items, activity log, and rental agreements.

33. Player-run systems, businesses, guild services and civic economy

[ESTABLISHED — NEW WORLD REQUIREMENT] The world supports meaningful player-operated systems beyond NPC shops. Details of particular business licenses and automated employees are [PROPOSED].

33.1 Businesses players could run

Equipment smith, armorer, bowyer, potion/alchemy shop, herbal clinic, bathhouse, inn, restaurant/tavern, logging office, mining supplier, skinning/leatherworks, fishing supply, stable, animal-trainer/tamer, ferry company, sailmaker, cartographer, auctioneer, warehouse, courier, and repair service. These are candidate professions/business types, not claims that every building and NPC interaction is coded.

System Owner sets Other players can do Possible negatives/tradeoffs
Retail counter Stock, prices, purchase orders, opening policy Buy and sell items Fees, stock shortages, theft attempts
Crafting commission board Recipe, materials policy, price, deadline Commission custom gear/services Failed quality checks, delays, dispute escalation
Repair shop Repair rates and service specialization Repair or maintain equipment Material consumption, maintenance risk
Public stable Boarding slots, feed, care prices Rent stalls / hire care Animal-limit enforcement, upkeep
Inn Room prices, keys, stay duration Reserve lodging, socialize Damage, lease expiration, nuisance rules
Sailing company Routes, fare, cargo manifests Book passage or ship cargo Piracy hazard, scheduling, weather
Courier / trade company Delivery contracts, collateral, routing Ship packages and accept jobs Lost cargo, insurance questions
Civic position / elected role Lawful priorities and accessible orders Vote, petition, participate Term limits, corruption and conflict rules

33.2 World economy must interlock

Mining feeds smithing; forestry feeds bows, buildings and ships; skinning feeds leather armor and tack; herbalism supports medical care and alchemy; fishing supports bait and food; horse breeding/training feeds transport; sailing enables regional resource movement; property turns materials into usable places; player bazaars provide local retail; auctions supply broad regional liquidity. Business profits should be subject to real operating costs, not passive infinite currency generation.

33.3 Markets and anti-exploit controls

All currency flows are server-authoritative, taxed or fee-recorded where relevant, and atomic with item delivery. Track gross sales, tax, cost of goods, returns and refunds separately. Apply restrictions to wash sales, bot farms, alt-character self-orders, false reviews, trade dupe attacks, high-frequency price manipulation, and hostile control of the starter economy. If players elect market or city leadership, define legal scopes and recusal for officers who own competing businesses.

34. Auctions, bazaars, trade contracts and merchant gameplay

34.1 Auctions vs bazaars vs direct trade

Mechanism Core behavior Ideal use Primary risks
Auction house Timed listing, bids, optional buyout, settlement Rare weapons, mounts, bulk resources, collectibles Bid manipulation, item lock disputes
Player bazaar Fixed-price stall, persistent visible stock Everyday supplies, crafted goods, local social commerce Offline availability and stall congestion
Direct trade Both participants explicitly confirm goods and currency Immediate exchanges and personal deals Last-second swaps and scams
Commission order Buyer posts requested service/item with escrow Crafting, enchanting, repairs, transport Quality ambiguity and unmet deadlines
Consignment Shop sells another player's inventory for a fee Merchants without their own storefront Profit distribution and unsold item recovery

[ESTABLISHED] Auction shops and world auctioneering facilities are planned. [ESTABLISHED — NEW] Player bazaars are to be part of the economy. Exact rules and prices are [OPEN].

34.2 Auction item lifecycle [PROPOSED]

Inventoried → Listed/Locked → Bid/Buyout → Closed → Delivered/Claimed → Archived with an explicit cancellation/failure route. A listed item cannot simultaneously be dropped into a world bag, sold in a bazaar, transferred to an alt, or used in crafting. The server must escrow the actual item instance ID, not just an item's name and quantity.

Publish auction duration choices, bid increments, anti-sniping extensions (if any), seller fees, sales taxes, maximum listings, item categories, search filters, cross-realm restrictions, and delivery/collection policies. Never invent live fees in the wiki.

34.3 Bazaar behavior [PROPOSED]

Players should be able to equip a bazaar identity, place goods in priced sale slots, define opening/offline sale behavior, display searchable listings and purchase history, and receive sales notifications. Markets might allow physical stalls in approved city districts, mobile caravan sales, or a personal shop counter. Keep town walkways, gates, hospitals, and PvP choke points clear with placement rules. High-value purchases should have confirmation and anti-fraud limits; invalid listings should automatically refund the buyer.

34.4 Trade and karma distinction

Theft, fraud, contracts, lawful market competition, bounty service, faction trade bans, and contraband affect Crime, Reputation and possibly Yin/Yang according to verified rules. Other players' Karma votes remain an independent system; a negative market review is not automatically a Karma point. A player's shop profitability never by itself establishes moral alignment.

35. Sailing, ships, docks, ports, ferries and nautical professions

[ESTABLISHED] Sailing is among the world skills, and docks, piers and marinas already have planned environment assets. [PROPOSED] Full nautical mechanics are defined here for future implementation.

35.1 Ship and access categories

Small rowboats for inland travel; personal sailboats for short passages; merchant vessels with cargo holds; long-range transports; naval or faction warships if approved. Define each hull's passenger capacity, cargo volume, draft, speed, turning radius, sail area, repairability, and vulnerability. No type should be automatically the best in every condition.

35.2 Sailing skills and multistat effects

Action Several relevant factors Skill result and liability
Steering Dexterity, Perception, Agility, Sailing mastery Turn precision, hazard avoidance; bad timing risks collision
Navigation Wisdom, Intelligence, Perception, Cartography Route choice, navigation errors, maps
Sail handling Strength, Dexterity, Endurance Efficient tacking, changing wind conditions
Captaincy Charisma, Willpower, Wisdom Crew coordination, command consistency
Hull repairs Dexterity, Intelligence, Might, Craft mastery Recover integrity, prevent leaks, consume materials
Maritime watch Perception, Endurance, Luck within bounds Identify landmarks, threats, storms and shoals

Wind and Water can influence a voyage, but neither elemental affinity should confer uncounterable automatic ship speed. Port taxes, permits, smuggling, piracy, rescue, bounties, trade routes, passenger tickets and crew payroll require realm/faction-law definitions. A bridge or dock texture is not a simulated vessel: ship physics, transfers and authoritative state are separate deliverables.

35.3 Harbor and navigation gameplay

Port registration; docking permissions; cargo manifests; passenger boarding; crew roles (captain, navigator, sailor, guard, merchant); fishing from boats; ferry services; vessel repair and upgrades; charts of rivers/coasts; inland-water routes; storm/visibility effects where implemented. Publish what happens if the captain disconnects, who can move stored cargo, how group members rejoin, and what happens to pets/mounts aboard.

35.4 Ship ownership and death [OPEN]

A vessel is a persistent property object with ownership, crew access, damage, insurance and recovery rules. If its owner undergoes Human judgment or reincarnation, maritime ownership and cargo must follow the property succession policy instead of vanishing or duplicating. Define water death, soul return, rescue at sea and no-combat port zones explicitly.

36. Expanded professions, trade skills and alternate careers

[ESTABLISHED] Weapon and profession skills span bows, swords, axes, daggers, clubs, staff, wand, throwing, blocking, hand-to-hand, shields, armor training, scholarship, cartography, eavesdropping, stealing, hiding, disguising, sailing, riding, herbalism, forestry, mining, fishing, logging and skinning. The extended world also requires crafting, medicine, construction, trading and animal work; their exact skill registry is [VERIFY / PROPOSED].

36.1 Profession reference table

Profession / mastery Gameplay loop Main outputs Strengths and costs
Mining / prospecting Identify veins → extract → sort → refine Ore, gems, stone, special minerals Fuels weapons/buildings; risk, tools, weight
Forestry / logging Identify tree → safely fell → process Timber, boards, handles, fuel Feeds bows/ships/houses; regeneration limits
Herbalism Locate plants → study → harvest → preserve Herbs, oils, medicines Healing and alchemy; ecology/season constraints
Skinning / tanning Process approved remains → cure leather Hide, leather, straps, tack Armor/saddles; yield/quality variation
Fishing Choose rod/bait/location → cast → react → land Fish, food, materials, rare catches Rod/bait specialization, anti-AFK enforcement
Smithing / armoring Refine → forge → temper → fit Weapons, armor, repairs Quality depends on tools, stats, recipe and cost
Bowyer / fletcher Select wood/fiber → shape → string/assemble Bows, arrows, shafts, components Range precision; material and draw requirements
Alchemy / apothecary Study material → prepare → brew → assess Tonics, antidotes, support consumables Variable potency, ingredient demand, safety
Cooking / provisioning Gather or buy → prepare food → preserve Meals, rations, supplies Travel support; perishability
Carpentry / construction Blueprint → material prep → build Houses, furniture, ships, workshops Property value; taxes and project costs
Cartography / exploration Survey → record → verify → publish Maps, route notes, navigation services Discovery and travel value; outdated information
Sailing / seamanship Maintain boat → chart and sail route Transport, cargo services, sea exploration Weather, loading, upkeep, crew management
Riding / horsemanship Train → equip → travel or compete Mount travel, handling skill Stable upkeep, animal bond, terrain limits
Taming / animal husbandry Locate → earn trust → bond → care Companions, animals, breeding/training Ethical interactions, limits, care time
Medicine / healing Diagnose → treat → follow up Recovery services, medicine Resources, skill, legal revival distinctions
Merchandising / auctioneering Acquire stock → list → fulfill sales Goods circulation and currency Fees, inventory risk, reputation
Scholarship / research Discover texts → decode → test Lore, diagrams, formula knowledge Time and material demands, gated expertise
Stealth / espionage Observe → sneak → disguise → gather info Intel, infiltration options Wanted/Crime exposure and capture risk

36.2 Mastery progression and attribute interaction

A profession has skill XP/tiers, tool and station requirements, recipe or field knowledge, and possible specialization. Use additive/weighted Strength + Might + Dexterity + Agility + Intelligence + Wisdom + Constitution + Endurance + Vigor + Grit + Charisma + Empathy + Faith + Willpower + Perception + Luck contributions only where they make sense. Every action can depend on several attributes: a miner requires observation and safe technique, not just high Strength; a merchant requires arithmetic, communication and market understanding. A character's level and race do not replace necessary training.

Each entry needs unlocks, duration, stamina or SP cost if appropriate, environmental conditions, material quality, tool wear, failure feedback, source nodes, legal restrictions, mastery caps, salvage yields, achievements, and whether it contributes to the two optional life-earned stat points per level. A profession should be worth playing even when the bonus-point cap is already full.

36.3 Profession interaction and gear quality

Crafting materials can bear tags for origin, grade, purity, weight, durability, spiritual conductivity and elemental resistance. Equipment may be usable by any race whose stats meet requirements—not artificially limited to stereotyped Quincy bows or Shinigami swords. The Anima's pre-evolution equipment lock remains. Spiritual releases can transform to any weapon shape based on the SoulID blueprint; the release's active techniques still require relevant skill-slot and mastery decisions.

37. Taming, companions, pets, summons and animal care

[ESTABLISHED — NEW DESIGN REQUIREMENT] Taming and pets belong in the game's world systems. Their exact species, capture probabilities, companion inventory and command limits are [OPEN]. The definitions below are future design specs, not asserted present Unity behavior.

37.1 Companion taxonomy

Type Function Relationship to the player Core tradeoff
Cosmetic pet Follows, emotes, role-play Persistent owned pet Minimal/no combat impact
Utility pet Tracking, foraging, carrying, detecting Trained companion Limited capacity and task cooldowns
Combat companion Assist, guard, intercept, apply low-impact effects Bonded combat participant AI and PvP balance limits
Mount Provides travel and logistics Rideable owned or hired animal Terrain/stamina/stable costs
Temporary summon Skill-created temporary helper Release, Kidō or class-generated entity SP, cooldown, duration and slot costs
NPC hireling Paid worker/guard Contracted service Wages, permissions, social law

A summoned spirit is not automatically a tameable animal. Keep companion ownership, summoning, mount registration and hireling contracts separate in data and UI.

37.2 A taming journey [PROPOSED]

Find an appropriate species → check habitat and temperament → satisfy feeding/trust or a species quest → complete a taming interaction using multiple stats → register the companion → choose a name → teach eligible commands → maintain bond and health. A species cannot be trained for abilities it physically lacks; an oversized predator should not become a faster travel mount than a bred horse without a valid reason.

Use Empathy, Charisma, Wisdom, Perception, Willpower, Dexterity and relevant Taming mastery as distinct contributors. Avoid a single RNG click that ignores behavior, terrain, food, danger and species familiarity. A failure should have legible consequences such as lost trust, animal retreat, or increased wariness—not undocumented permanent punishment.

37.3 Commands, progression and care

Candidate commands: Follow, Stay, Guard, Assist, Return, Avoid Combat, Seek, Track, Interact, Mount/Dismount, and Go Home. Define level/bond thresholds, cooldowns, target legality, distance, allowed zones, command priority and safe recall. Feeding, rest, grooming, injury treatment, stabling, and suitable habitat provide reasons to care for a companion without turning the game into an hourly chore.

37.4 Ownership limits and server safety

The game must define active combat pet limits, total owned animal limits, shared stable storage, pet death/KO, permanent loss policy, revival, breeding and inheritance rules. Pets should not autonomously PK in protected cities, cross forbidden faction realms, trigger endless enemy spawns, pick up other players' drops without permission, or duplicate items on reconnect. Summon spam should have firm entity/AI caps so Mirror servers can support raids and town gatherings.

38. Horses, stables, riding, wagons and land transportation

[ESTABLISHED] Horse stables, Riding proficiency and traditional ground transportation are part of the setting. [ESTABLISHED — NEW] Ownership/training of horses and mount play must be treated as fully fledged systems. Exact breeds, values and animations remain [OPEN].

38.1 Horse stats and observable traits [PROPOSED]

Trait What it changes What it should not imply
Speed Ground travel speed under suitable conditions Automatically strongest combat capability
Acceleration Time needed to reach speed Instant sprint without a turn/stamina cost
Stamina Length of sustained riding Endless travel without rest
Handling Turn control, stopping, obstacles Perfect handling without rider training
Courage / temperament Reaction to attacks, crowds and hazards Moral intelligence or species judgment
Strength / load Riders, equipment and cargo Unlimited carrying ability
Bond / training Response to commands, trust Permanent obedience independent of care
Health / condition Endurance and welfare Disposable equipment behavior

38.2 Gameplay systems

Purchase, acquire, tame or lease horses according to configured rules. Register horse ownership, species/breed where relevant, name, appearance, saddle and tack, stable assignment, guest/rider permission, feed, care, training, transport capacity and persistent history. Add interactions for mounting, dismounting, led movement, roads, stabling, ferries, hill climbing limits, group riding, wagon pulling and escape from danger. A character's Riding proficiency affects control; the horse's own training affects responsiveness.

38.3 Mounted combat, warfare and accessibility [PROPOSED]

Mounted archery combines Dexterity, Perception, Agility, Endurance, Riding and the relevant weapon mastery. Mounted melee changes reach, charge dynamics and turning commitments. Certain indoor maps, narrow gates, vertical waterfall zones, and crowded civic interiors should disallow riding for collision and gameplay reasons. Provide straightforward non-mounted alternatives to essential quests so the world remains accessible to players who prefer walking or other transportation.

38.4 Housing and trade integration

Stables on owned property, public boarding, feed sellers, farriers, tanners, saddlers and auctioned or bazaar-sold mounts connect horses to professions. Ship passage rules should explicitly specify whether horses are allowed, whether specialized cargo capacity is required, and where mounts reappear after a transfer or disconnect. Ownership and injury consequences must be settled before valuable horses can trade freely.

39. Strengths, weaknesses, tradeoffs and how to document them

[ESTABLISHED] Each race, class, elemental affinity, weapon family, skill, profession, pet and vehicle should have meaningful strengths and weaknesses. No element or race is a mandatory moral alignment, class or weapon lock. [PROPOSED] Standardize the exact comparison fields below so the wiki reads consistently.

39.1 Race-level strengths and tradeoffs (natural tendencies, not hard multipliers)

Race Natural advantages Natural downsides / counterplay Evolution context
Shinigami Kidō breadth, spiritual perception, sword-art versatility Moderate innate armor, pressure resource management Soul-reaper questlines; Gedōshin paths as permitted
Demon Endurance, elemental pressure, curses Mobility, restorative specialization Ancient Angel legacy may awaken Fallen
Kinsei Reishi precision, range, construct techniques Close-quarters defense under pressure Kinsei+ judged good may ascend Seraph; Kinsei− condemned Demon World
Seraph Celestial reishi, shielding, purification, support Concentration demands, lower natural melee brutality Ascended good-judged Kinsei
Fallen Ancient spiritual techniques, fierce physical power Heavy resource commitments, weaker conventional healing Descended from previous Soul King's lost Angel civilization
Whitelighter Bonded-object flexibility, hybrid support, environment use Object-reliant toolkit, less traditional destructive Kidō Fullbring questlines
Gedōshin Speed, burst, Hollow/Shinigami hybrid techniques Mask stability and spiritual-resource strain Dual-nature release paths
Onikage Hierro, melee offense, Cero/Sonído Reduced restorative specialization Evolved from soul-fed Anima
Anima Natural unarmed strikes, growing claws and physical defenses No standard weapons before Onikage, restricted support Level-50-plus and souls quest
Human Gear choice, nation warfare, general training Mortal fragility, first-tier basic Kidō, no living releases Level-50-plus forced-judgment exposure

39.2 Weapons and spiritual release compatibility

A racial focus is the spiritual identity of the power, not a permanent weapon category. A Kinsei who learned to fight with axes may manifest a reishi axe on Zentachi Stage II, a chain-whip in Zentachi Stage III, or a nonweapon field if that matches their personality and seed; a Zentachi may become a bow or staff. The awakened forms use real proficiency, multiple attributes, encumbrance, range, cost and animation requirements. It is not fair for a character with zero bow mastery to become an expert archer merely because their soul weapon manifested as a bow. Nor should Kinsei ever be forbidden to wield a mundane sword simply because they are Quincy.

39.3 Every system's benefits and negatives

System Positive gain Real opportunity cost or risk
House Secrets, lineage, belonging, politics Cannot use No House's extra flexible slots
No House More flexible regular active/passive skill slots No House-exclusive secret Kidō or noble privileges
Property ownership Base, storage, community, business sites Upkeep, parcel scarcity, permissions, potential loss policy
Trading Currency, specialization, regional ties Market price changes, tariffs, fraud, exposure
Sailing Transport, cartography, commerce Vessel costs, storms, crew, route risk
Horses Movement, travel, caravan value Feed, stable, training, terrain access
Taming Companion loyalty and support Time, care, companion limits, command complexity
Professions Gear, resources, life-earned bonus points Time and material investment, skill specialization
Release Unique powerful combat expression SP/TP costs, casting risk, cooldowns, equipped skill slots
Reincarnation New life and narrative possibilities Rules for reset, possessions and legacy must be explicit

Never label ordinary real-life physical features (height, weight, body shape) as intrinsically superior/inferior without a documented gameplay model and accessibility fairness review. Character options must reveal meaningful penalties before confirmation rather than after irreversible decisions.

40. Production blueprint: how all systems connect

40.1 Dependency map

SoulID / Account
   -> Character identity + 16 stat radar (+ possible 18-stat extension)
   -> Race, class, Yin/Yang, Karma, relationships, House, nation
   -> Skill mastery: weapon, profession, riding, sailing, taming
   -> Ordinary level awards + 0–2 earned life-stat bonuses per level
   -> Housing, shops, auctions, bazaars, guilds, quests, economy
   -> Companions, horses, ships, travel and survival
   -> Elemental affinity: 22-type legacy generation roster, with 100 named Grimoire concepts awaiting Unity reconciliation
   -> 3,000 reserved soul blueprints / individually evolving weapon forms
   -> Zentachi Stage II and Zentachi Stage III quests and chosen skill loadouts
   -> KO rescue, judgment, evolution, reincarnation and lasting soul history

40.2 Required data entities and authority [PROPOSED]

Entity / record Minimum persistent fields Must be server-authoritative
CharacterLifeLedger SoulID, level, ordinary points, extra-life marks/points, allocation history Yes
SoulTransitionEvent Old/new race, stage, source judgment, timestamp, retention record Yes
ElementDefinition Immutable ID, name, tags, effects, counters, registry version Yes
PropertyRecord Parcel, owner, permissions, storage, taxes, lease, title history Yes
BusinessRecord Owner, license, stock, payroll, price policy, sales ledger Yes
MarketListing Item instance escrow, vendor, buyer, bid/price, state Yes
ShipRecord Hull, owner, cargo, health, crew, berth, realm/position Yes
CompanionRecord Species, owner, bond, skills, health, location, status Yes
MountRecord Breed/type, traits, tack, owner, stable, health Yes
ProfessionProgress Skill mastery, milestone IDs, recipes, last award Yes
SoulBlueprintReservation SoulID, template ID, seed, version, release progression Yes

40.3 Player help requirements

Every public help entry must state what it is, how to unlock, who can use it, benefits, drawbacks, interactions with the other systems, interface controls, irreversible outcomes, source version and live implementation status. In particular:

  1. Activity bonuses must explicitly say how to earn both extra stat points and how to catch up without monster grinding.
  2. A property article must give the buying flow, costs/fees if known, permissions, sale and inheritance rules.
  3. A marketplace article must distinguish auction, bazaar and direct trade instead of saying simply “shop.”
  4. A ship guide must explain access, controls, boarding, weather, crew, ownership and recovery.
  5. Each of the 100 Grimoire elements needs its own article, its original immutable ID, its suggested gameplay purpose, and validated strengths and weaknesses. The earlier 22-element generation roster must be reconciled, not overwritten.
  6. A pet/mount guide must explain tame/buy/bond, command handling, care, training, injury and persistence.
  7. Reincarnation must explain what is actually retained and never disguise a loss of character items, skills or property.
  8. Release documentation must show the personalized full name/half name, incantation, spirit temperament, the individual’s actual chosen weapon form, Zentachi Stages II/III effects, and learned-versus-equipped skills.
  1. Authoritative character-state ledgers and data model for reincarnation, skill mastery and bonus stat awards.
  2. Full 100-element Grimoire/22-working-element database reconciliation and specific active/passive/release validation.
  3. Universally equipped-weapon restrictions based on stats/mastery rather than race, with Anima exception.
  4. Persistent housing/property with secure access and storage.
  5. Profession milestones and the noncombat life-stat reward ledger.
  6. Player transactions: bazaar and direct trade, then auction escrow/settlement.
  7. Horse/mount and tameable companion persistence and AI caps.
  8. Sailing/ships, port logistics and realm transport.
  9. Full release, judgment and reincarnation regression tests against all new persistent assets.

Publication rule: These chapters are a design specification added to the World Bible, not proof that their objects, scripts, scenes, interfaces or store flows are implemented. The Unity project remains authoritative for what exists today. The Bible remains the authoritative vision once a mechanic has been accepted.


Edition 1.1 closing principle

KARMA: YIN & YANG must reward living a life, not only killing enemies. A player can become powerful through mastery, exploration, professions, homes, commerce, sailing, companions, relationships, quests, evolving elements and rare spiritual releases. Every path has strengths and tradeoffs; two characters with the same race and element may fight with completely different weapon shapes; and every reincarnation or evolution remains part of the same soul's history.