Mechanics¶
How VOID-SPACE works — the physics, the loops, the rules.
These pages explain the underlying systems. The math is real. The campaigns are real. The scores enter the permanent academic record. The game is the science running live.
The Foundation¶
| Page | What it covers |
|---|---|
| The Chronicle | Layer 0 physics — the three primordial conditions, how the Current works, the derivation from first principles |
| Game Loops | Loop A (slow, 24h — scoring/territory/economy), Loop B (real-time — Raids/Arena/Portal Instances), and Loop C (the Void Siege metagame) |
| The Mandate | Observer maintenance architecture — the nine failure modes and how ritual counters them |
Player Systems¶
| Page | What it covers |
|---|---|
| Stats & Attributes | All eight player stats: SIGHT, PRECISION, STEADINESS, RANGE, RESONANCE, LOGOS, VOID PRESSURE, REIATSU |
| Void Pressure | How VP accumulates, its effects, purge mechanics, the Geto Path |
| Abilities & Special Mechanics | Black Flash, Binding Vows, Domain Expansion, Heavenly Restriction, Simple Domain, RCT, Curtain, Ward Deployment |
| Player Grades & Specs | The six grade tiers, twelve talent specs (three per archetype), Covenant guilds, Level 40 Forms |
Economy & Items¶
| Page | What it covers |
|---|---|
| Crafting & Economy | Five material tiers, four professions, Auction House, war effort price mechanics |
| Equipment & Gear | Six equipment slots, four named gear sets, weapons, gems, special items, legendary drops |
| The Binder | The card collection system, card types, Greed Island card actions (CLONE/ACCOMPANY/LOTTERY/PALADIN'S NECKLACE/SWORD OF TRUTH) |
World Systems¶
| Page | What it covers |
|---|---|
| The Living World | Seven server-wide collective mechanics: Observer Coefficient, Thermal Current, Clarity Burst, Signal Ratio, Entropy Debt, Compression Window, Shabbat Window |
| The Void Siege | Ten-quota war effort, the 24-hour siege window, success/failure outcomes, Godhand Five siege order, the Tablet of Law |
| Fata Companions | Four fata types, brightness scale, VP buffer, naming ritual, CAOLÍN |
How the Systems Fit Together¶
The Current (Pe) is the ground state. Everything else is either:
- A way to measure it (scoring, calibration, the True Light Engine)
- A consequence of it rising (Drift Cascade, VoidStorms, enemy spawns)
- A consequence of it falling (Domain Seals, Convergence Stones, the Empyrean's brightness)
Loop A is slow because Pe in the real world moves slowly. Research, scoring, and naming take time. Loop B is fast because the game layer is fast — but Loop B's outcomes always feed back into the Pe record. The separation exists to avoid conflating real-time game mechanics with real-time Pe claims.
The Mandate describes why Pe is stable at all — why some structures hold at low Pe across time. Without it, the framework predicts Pe rising everywhere (second law). The Mandate is the physics of why that prediction is not destiny.
The Living World mechanics make the server's collective state visible. The Void Siege makes it consequential. The Binder makes it personal.
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