DIFFICULTY_SYSTEM.md

music/DIFFICULTY_SYSTEM.md

Difficulty System — RULED (Wellspring · Veiled · Fading · Sundered · → The Forgotten One)

CANON SUBORDINATION — this document is PROPOSAL-TIER: it serves canon and never outranks it.
The canon: the CVD · the T1 foundation docs · the T0 registries (registries/) · the spine
(docs/spine/CH_*.md) · the region pages (_source/02_Tier_2_Region_Pages/). Authority order: docs/DOC_MAP.md § 0.
Canon served (scanned from this document's own citations — widen it by hand where it is thin):
CVD §12 · T1_Personal_Dimension_Spec · T1_Vril_and_Magic_System_Master · T3_Familiars_Named · T0_Rarity_Grade
READ THAT CANON FIRST — open it and derive from it before you build anything from this document.
If this document disagrees with canon, CANON WINS and this document is the defect — fix the
document, never the canon. Nothing here is applied until it is ratified into canon.

The difficulty dial is the game's own canon physics, not an invented theme. The

dial IS the fairy realm's reach, measured as ambient vril density — "the fairy

realm withdrew below the threshold of human perception when atmospheric density

dropped on the human-world side. The fairy realm still exists. The contraction

is canonical" [SRC: T1_Vril_and_Magic_System_Master §1]. Withdrawal is a

contraction, not a collapse — a receding, retrievable presence — and depletion

is "an ongoing process," not backstory [SRC: T1_Vril §10]. So the tiers are five

degrees of one continuous variable — how far home still reaches you: home floods

you, then a veil falls, then the reach fades, then the tie sunders, then you are

the one it forgot. The dial is ONLY vril density; NEVER HP / damage / resistance

inflation as the SOURCE of the difficulty. AMENDED 2026-07-30 (Josh,

the twenty-eighth sitting item J5): higher difficulty also raises the

RANGE and COMPLEXITY of the attacks and of the environmental hazards,

and some health and damage scaling exists as the minority contributor

— most of the difficulty comes from complexity. The prohibition that

stands is difficulty sourced solely, or mainly, from inflated enemy

numbers.

Presentation (God-of-War-Ragnarök pattern): a one-word tier name + the plain

Story / Easy / Medium / Hard label + a lore background that tells the player, in

world, why it plays harder. The one-word name names the state of the bond

between the player and home; the lore background is what the reader actually

reads. The names are a single continuous taxonomy on the realm's-fading-reach

axis, which is identical to the difficulty dial, so both fixed endpoints

(Wellspring, The Forgotten One) sit on it natively.

The four tiers

Wellspring — Story

You stand where the fairy realm's reach still floods the world. Vril runs to

you as freely as water off a fall — the way it did in the realm you were born

to, before the veil thinned. Home has not let go of you, and while it holds you

close the world moves with you; no trial can strand you here. This is the arc

for the traveller who came for the journey and the wonder.

Veiled — Easy

A veil has fallen between you and the realm, thin as morning mist. Home's reach

still finds you through it — the wellsprings answer, the vril comes when you

call — but you feel the fabric of it now, the first cool distance where once

there was none. The world steadies your hand while you learn to act on your own;

you are held, only lightly, and the choices are already yours. This is the arc

for the traveller who wants the journey to carry them more than it tests them.

Fading — Medium (the true tuning)

The world exactly as it is. This is the depleted human-world air the protagonist

actually breathes for seventy-five of seventy-seven chapters — the reach faint,

the vril thin, the veil grown heavy enough that home neither eases your way nor

punishes it. Depletion here is not a backdrop but a process still underway, the

realm withdrawing by the hour below the threshold of perception. Constrained,

deliberate, and complete: the game as authored. If you want to feel what the

fall from the realm cost — and what the whole arc is fighting to reverse — start

here.

Sundered — Hard

The farthest edge of the reach, where the tie to home has all but broken and the

vril has run dry. The wellsprings are distant and slow to answer; the world

withholds; and the easy answers thin out with the substrate itself, because

there is simply less of it to spend. Nothing here hits harder — no enemy is

stronger, no number inflated — you must do more because the world gives less,

the reach nearly severed at your back. Cross this edge and finish the arc, and

the last door opens: beyond the Abyss waits the one the world forgot.

The Forgotten One — the prestige easter egg (New Game+)

Not a difficulty on the menu. A door that opens only once you have crossed the

Sundered edge and finished the arc. Beyond the last chapter lies the

Abyss-crossing: an earned rite, not a toggle [SRC: CVD §12 — every tier requires

a quest-unlock], that lets you prestige your character and walk the world again

as the one the world forgot. Here the training supports are gone because the

practice has integrated (the Adeptus Exemptus threshold — "canonically exempt

from documented Outer-Order discipline"); here the counters are pruned to a

single true answer, the wellsprings sealed mid-trial, the slack cut from every

telegraph — answer-pruning first, and never number inflation as the source ("No

HP, damage, or resistance value differs, in either direction" —

AMENDED 2026-07-30 per the twenty-eighth sitting item J5: bounded

scaling is permitted, and the range and complexity of the attacks

and the hazards is the primary lever).

And here alone lie the last rarity tiers, the deepest equipment, and the

substrate-truth lore that no earlier tier can reach — canon-true, because

"canonical-truth-layer operational depth" exists only at the post-Ch-77 prestige

tier [SRC: CVD §12 — Magister Templi / Magus]. New ability and complexity layers

are canon-native: the deliberately-standard seventh vril-seat is "un-pruned"

through deeper device-integration, giving new depth with no invented 13th

mastery tier [SRC: T1_Vril — seventh-vril-seat baseline]. Two depths cross the

Abyss in the tradition's own order: Magister Templi, then Magus — the forgotten

one's inheritance, and the title the whole game is named for.

New Game+ — what carries, and why the second run is a real climb

RULED, Josh 2026-07-30 (the twenty-eighth sitting item J3;

docs/spine/DECISIONS_PENDING_JOSH.md is the authority). THE UNLOCK GATE,

RULED 2026-08-03 (thirty-first sitting, verbatim "NG+ is only available

after a hard completion playthrough"): New Game+ unlocks ONLY after

completing a playthrough on Hard — which also dissolves the

twenty-ninth sitting's named-not-ruled transfer-gating question, since

NG+ entry itself implies the Hard completion. New Game+ is

ENHANCED DIFFICULTY AND COMPLEXITY — a second climb, not a victory lap

— and it reads the complexity-first difficulty law above rather than a

separate one: the range and complexity of attacks and environmental

hazards rise, and the health and damage scaling that exists is the

minority contributor.

The carry model is prestige-only, with one ruled exception.

and the LEGENDARY and MYTHIC rarity access granted by the completed

final mastery questline carry across the boundary, together with the

un-pruned seventh vril-seat state that The Forgotten One opens. What

the player earned is never dropped.

world-state reset, because a second climb the world has already

furnished is not a climb.

(the ruled exception, in Josh's own terms). A mythic set the player

obtained moves into the new game with them. At NG+ start it scales

DOWN to match the player's level, it stays MYTHIC, and it stays

stronger than the drops that level is giving. The reason is recorded

with the rule: the set was earned through the hardest content, and an

NG+ ruled harder and more complex is exactly where the player may

need it.

only by the completed final mastery questline, MYTHIC is still never

produced by a drop table or a roll, and LEGENDARY is still

mastery-gated per item. The level-scaling property attaches to

obtained mythic gear, never to the grade's access rule.

Familiars across the boundary — the childhood familiar's NG+ shape

RULED, Josh 2026-07-30 (the twenty-ninth sitting;

docs/spine/DECISIONS_PENDING_JOSH.md is the authority). The section

above ruled what GEAR does at the boundary and left the familiar half

of the same open item explicitly unanswered. This one answers it —

BOTH halves: the childhood familiar, and the earthly roster that the

Personal Dimension carries across. T3_Familiars_Named §5.11 is the

canon home; this is the difficulty-side reading.

forest quest runs again and the one of the twelve fairy-realm species

the player plays with most is the one that bonds, so a differently

played second run bonds a different familiar. Re-earning the bond is

what makes a second Chapter 1 worth playing rather than worth

skipping — the same argument the prestige-only carry model makes

about the rest of the run.

late-game resolution. The familiar leaves it behind at the parting

after the rift fall, so the player carries it across nearly the whole

NG+ run. It equips on any familiar or tameable creature the player

uses, upgrading it to LEGENDARY, and it unequips and re-equips freely

on any creature at any time OUT OF COMBAT. This is the fifteenth

sitting's unique story-sourced vector with its target set widened and

its swap freedom stated; it is never a general rarity-gate bypass,

and the LEGENDARY and MYTHIC access rules above are untouched by it.

integrity level, and the vector is GIVING THE ITEM BACK. The base

game's integrity fork (truly-good rejoins, truly-evil forced

challenge fight, in-between departs) is the FIRST playthrough's shape

and stands untouched for it. A player who declines to return the item

FIGHTS the familiar and gets no companion reunion — their choice, and

not the punished branch.

in whatever state their own playthrough left it and can tame all

twelve fairy-realm familiars, and the familiar slot cap rises from

22 to 33 to hold them (21 mortal + 12 fairy-realm; HL_0058 carries

the amendment). Three simultaneous active slots is untouched — the

cap is roster size, never party size.

familiar bond is EARNED through its bonding questline, in NG+ exactly

as in the base game — the childhood fairy familiar through the Ch-1

forest quest above, the twenty-one mortal familiars through their own

bond quests. A bond that arrives without its questline is not a bond,

it is an inventory row. The whole familiar axis re-forms through play.

ruled exception to "material resets" and it is a large one. At the

moment the Personal Dimension unlocks in NG+ it arrives as a TRANSFER

of the previous playthrough's dimension — the tamed-creature menagerie

and all the invested dimension-world state, intact. Josh's recorded

reason: the completionist will not be happy having to do it all over

again, and the hours in that dimension are the thing being carried.

THE SCALING LAW governs those creatures and is scale-DOWN only:

everything above the player's current level scales back to it at

unlock, anything already BELOW their level stays at its lower level,

and nothing scales up. The two carry laws are deliberately DIFFERENT

shapes, not a conflict: mythic GEAR (twenty-eighth sitting, J3)

carries scaling permanently WITH the player's level, while

transferred CREATURES scale down ONCE at unlock and never up — each

law binds its own subject and neither reads onto the other. The

transfer arrives at the DIMENSION'S OWN

UNLOCK, not at the NG+ boundary, so the early run plays without it

exactly as a first playthrough does. T1_Personal_Dimension_Spec is

an empty DRAFT stub and window-plan RANK 24 authors it — the transfer

law, the scaling law and the creature-not-familiar boundary are its

ruled input, and nothing here authors the spec.

makes it both. The binding stone elevates a TAMEABLE creature into the

path-variable 22nd FAMILIAR slot, and Josh's post-Epilogue wording is

to TAME the twelve fairy-realm FAMILIARS. No entity is classified

here. Also unruled: whether the transfer is gated on a difficulty tier

(Josh's phrasing describes a Hard playthrough pushed into NG+ rather

than stating a condition).

The player-selected carry presets option is DEAD (ruled, same sitting).

The per-grade carry data lives on T0_Rarity_Grade in ng_plus_carry and

level_scaling_model, so the NG+ entry surface rank 20 authors has a

ruling and a table to build against rather than a question.

Accessibility — Attunements

A separate, always-available, judgment-free reception layer — NOT a difficulty

tier. Attunements tune how the world's demand reaches you (colorblind /

multi-channel vril-polarity readability, timing windows, input remaps, camera

and motion options), never how thick the air is, and gate no content. Available

in every tier including The Forgotten One (assists work everywhere; the mode's

meaning is its pruning, and players self-select). The vril-polarity

multi-channel readability is a non-negotiable L1-playability requirement (the

environmental-boss perception verb must be readable without color alone).

Status

AMENDED 2026-07-30 (Josh, the twenty-eighth sitting; docs/spine/DECISIONS_PENDING_JOSH.md is the authority). Two amendments

ride on the ladder below without disturbing the names, which are

untouched. Item J5: the dial is joined by the COMPLEXITY levers —

higher difficulty raises the range and complexity of the attacks and

the environmental hazards, some health and damage scaling exists as

the minority contributor, and difficulty may never come solely or

mainly from inflated enemy numbers. Item J3: New Game+ has a ruled

carry model and is itself ruled enhanced difficulty and complexity —

see the New Game+ section above. The sentence "the dial is vril

density only" below is the 2026-07-04 wording and reads under those

amendments.

AMENDED AGAIN 2026-07-30 (Josh, the twenty-ninth sitting). The New

Game+ section above gains the childhood familiar's shape — the bond

re-forms by play rather than carrying as state, the legendary power

item moves to the rift-fall separation, the NG+ reunion is universal

via the item's return, and the post-game Epilogue opens the fairy

realm with the familiar slot cap rising from 22 to 33. The EARTHLY

familiar roster's carry question is still NOT ruled and is named as

such in that section.

RULED and CLOSED (Josh, 2026-07-04 — "I love these difficulty names; they are

perfect"). The full ladder — Wellspring · Veiled · Fading · Sundered · → The

Forgotten One — reads as one sentence of the realm receding, and every name is

grounded in the vril-withdrawal canon (§1 threshold-of-perception, §10

contraction-not-collapse / depletion-as-process); the dial is vril density only.

This supersedes every earlier pass: the "Practice" presets; the

"Realm-Cradled/Graced/Tempered/Distant" ladder; the "How Far the Realm Reaches"

phrases; the Flow/Ebb/Drought set (the correct four-states-of-the-flow *vision*,

but too passive/environmental as player-facing names — the reader now vibes via

the state-of-the-bond-with-home names plus the lore background); and the "Opus

Magnum" prestige name. Optional-and-not-applied: "The Wellspring" would give the

menu definite-article bookends (The Wellspring · Veiled · Fading · Sundered · The

Forgotten One) — flagged for Josh, Wellspring left as the bare ruled word.

At canon-integration (post batch-1 sign-off) this ladder is the difficulty

naming canon and flows into the CVD difficulty/mastery section; NPC persona and

site naming follow the same method recorded in the naming-method note below.

Generated by harness/site/structure_site.py — the URL path is the repo path. review root