Chapter
How to read an entry
Stats
Every number is measured against the training golem, the one enemy in the data today: 120 HP, 12 damage every 6 s, first attack after 8 s. The data line under each entry uses the field names of training_golem.json, so it can be pasted into a new enemy file. Fields the battle code doesn't have yet are listed under "What the code would need" and marked new where they appear.
| Band | HP | Damage per hit | Speed (time between attacks) |
|---|---|---|---|
| Very low | under 0.35x (< 40) | under 0.5x (< 6) | Very fast: under 3 s |
| Low | 0.35–0.8x (40–95) | 0.5–0.9x (6–10) | Fast: 3–4.9 s |
| Mid | 0.8–1.6x (96–190) | 0.9–1.3x (11–15) | Normal: 5–6.9 s |
| High | 1.6–3.5x (191–420) | 1.3–2x (16–24) | Slow: 7–9 s |
| Boss | over 3.5x (> 420) | over 2x (> 24) | Very slow: 10 s or more |
For scale, from the Spell Book: Coil does 24, Gale 15 and Repel 10 (with a 2.5 s stagger), and cast quality multiplies that by 0.6–1.5. A careful Act 1 player brings the golem down with about five Coils. Player HP isn't defined yet. These numbers assume 100 HP (an open question below).
Drawing tiers
The counters say which drawing tier works, and why in terms of the Glass. The tiers are those of the Codex (section 6), plus threads:
| Tier | Style | Who draws it | What it asks of the Glass (Story Bible section 1) |
|---|---|---|---|
| 1 | Mirrored | Wardens, Tenders, Keepers, Still Choir | That the world and its reflection agree. |
| 2 | Parallel | Waymakers | That the reflection moves with the world. |
| 3 | Asymmetric | Facets | That the reflection becomes something the world is not. |
| 4 | Thread (composite) | Anyone with two learned spells | That the Glass stays open from one spell into the next. |
The Glass rules for counters (Idea)
These five rules decide every counter in this tab, so a player who learns the lore can guess what works.
- Loose reflections are pinned by mirrored spells. Glints, the Wyrm and glass storms are reflections that slipped free of the world. A mirrored spell forces world and reflection to agree, and that holds a loose reflection in place: Repel's stagger lasts 50% longer on anything Glass-born. This is why the commonest monster falls to the easiest tier.
- Moving things answer to parallel spells. Parallel casting carries the reflection along with the world, so Gale and Squall knock fliers out of the air, scatter packs and blow storms apart. Drift steps out of a charge's path.
- Perfect symmetry breaks under asymmetric spells. Evane constructs are built from mirrored glyphs, so a mirrored spell only adds to the agreement they are made of. They take half damage from tier 1. An asymmetric spell asks for something they cannot mirror: Bevel Lash ignores their shields and Prism Snare locks them.
- Held-open asymmetry is closed by mirrored spells. Facet constructs and Facet casters hold two unlike shapes open at once. A mirrored spell evens them out: they take double stagger from tier 1.
- Living things rot, glass doesn't. Tender decay (Wither) and growth (Coil, Root) work in full on animals and plants, and at half strength on pure glass. Sound and stillness (the Still Choir's Hush, Calm and Echo) work on anything that sings, chants or casts.
Model notes for Meshy
Meshy's auto-rigger handles humanoids, so each entry says which of three routes its model takes:
- Humanoid (Meshy rig): image-to-3D, then Meshy's humanoid auto-rig, like the training golem. VEL-66 sheets: front, side, back and three-quarter in an A-pose.
- Static, animated in code: one static mesh, sometimes split into parts, moved by script the way
Assets/Scripts/Prologue/GlintPack.csmoves the VEL-32 glints (flocking, hops, squash and stretch, parts turned on pivots). VEL-66 sheets: clean side and front views. - Quadruped: a four-legged animal that needs a non-Meshy rig (a hand rig or a quadruped auto-rigger). VEL-66 sheets: clean side and front views.
"Reuses" means the entry needs no new model, only a material or tint change.