COMBAT_PROGRAM_ADDENDUM.md

systems/COMBAT_PROGRAM_ADDENDUM.md

The Combat Program Addendum — the six unwaved systems (Josh's combat probe, 2026-07-26)

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 · CVD §13 · T1_Ability_Tree · T1_Combat_System_Spec · T1_Integrity_Paths_Worldstates_Master · (+2 more tier) · T0_Ability_Tree · T0_Ally_Behavior_Policy · T0_Flora · T0_RNG_Drop_Table · (+1 more t0)
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.

Status: PROPOSAL-TIER plan doc. **THE EXAMPLES-NOT-LIMITS RULE (Josh, 2026-07-26, session

close): everything Josh stated this session — bonus kinds, role axes, merge ideas, rune

tiers, spec purposes, ALL of it — are EXAMPLES, not exhaustive lists. Every ruled system here

gets PROPER EXPANSION by the loop (the same execution-within-vision doctrine as canon: expand

and enhance from the seeds, cited and critic-gated, never limited to the enumerated

instances).** Josh's six-question combat probe found real roadmap holes: the

systems below are canon-designed (or newly identified) but had NO named wave. This addendum

names them, homes them, and wires them into the factory. It invents no canon — every system

cites its authored source; the two genuinely new systems (5, 6) are presentation/runtime

frameworks over existing canon, flagged where a Josh ruling is wanted.

1. THE ABILITY FOUNDRY (the 185 buildout)

Today 4 of 185 abilities are live GAS bindings (the Ch-2 starter kit). The foundry is the named

pipeline stage that batch-builds each chapter's unlock set as the factory reaches it: canon row →

GAS binding via the cast-primitive system (CF-5) → the counter-class/element hooks → a per-ability

Tier-1 test + a capture station → Phase-5M magnitudes later. Per-chapter scope rides the unlock

prerequisites already in the registry (the diegetic-cause rule proven at R4.3). OWNER: a standing

P5-factory stage + a pre-5090 W9 tail for the Ch 2-5 unlock sets (~15-25 abilities).

[SRC: T0_Ability_Tree 185 rows; T1_Ability_Tree §9/§12; the R4.3 rebind precedent]

2. THE COMBO / EAM RUNTIME (fusion)

The 21 Layer-B element combos (Mud/Clay, Metal/Magma, Steam/Plasma, Storm/Mist…) and the

familiar-bonded EAM pairing are authored data with no runtime. Build: dual-pool cast validation

(the "high-high" cost class), the combo resolution through the element matrix (a combo's

attacker_axis inherits both parents — the recovered matrix's own B/T inheritance rule), EAM

activation gated on the bond state. OWNER: W9 tail / the factory's foundry stage.

2b. THE RUNE FORGE (the player-facing ability creator — RULED, Josh 2026-07-26)

Josh's ruling, verbatim intent: the RUNE system IS the custom-ability creator — rune TYPES with

rarity tiers, where "epic or legendary runes are more difficult to craft or find and allow you

to create custom abilities based on your mastered proficiencies and specialties." The addendum's

earlier "not in recovered canon" flag was the director's absence-claim error (T0_Rune_Registry

exists and was never searched — the positive-control rule violated; corrected on the record).

THE CANON SYSTEM (found + verified post-ruling — T0_Rune_Registry 19 rows + T1_Combat_System_Spec

L579 + docs/proposals/systems/combat-and-spellcraft.md §2.3): base casting of all 185 is RUNELESS

and mastery-channeled — never hotbar-slotted, never gear-inscribed; ONLY custom MERGED spells

involve the inscription step. The rune lane: OPERATOR runes across six families (shape:

wheel/wave/orb/field · delivery: charge-hold/sustained-channel · motion-lock: split/

direction-lock/orbit/hold-to-home · transform: extract/thermal/forge-shape · meta ·

element-combine), rarity-laddered COMMON(8)→RARE(3)→EPIC(5)→LEGENDARY(2) exactly per Josh's

ruling (the higher tiers harder to craft/find): the epic Spell-merge catalyst (RN_0017,

one-time, authors a custom spell from merge-arity 2 of the 185 at Adeptus mastery — the mastered-

proficiencies gate) and the legendary Fuse element-combine operator (RN_0016, dual-element

fusion, tied to the 72 Legendary weapons) + the legendary Magnetise-conduct lattice/EAM-class

operator; plus the enchantment slot/re-roll scheme (Engineering/Alchemy base + Inscription).

Mastery-tier gates on the rows; Trade-9 (Inscription) sourcing; magnitudes Phase-5M. The

"creation from what you have truly mastered" invariant is the registry's own design (tier gates +

the merge catalyst's Adeptus requirement). Canon-lane residue narrows to: verify the 19-row set's

coverage vs combat-and-spellcraft.md §2.3 + wire rng_drop_ref/acquisition rows as the drop table

populates. OWNER: the W9 tail (the operator runtime rides the ability foundry) + W10 (the forge/

inscription UI seam) + the factory (rune placement per chapter).

[RULED Josh 2026-07-26; the canon system FOUND + verified same session — the registry had it all]

[SRC: T1_Ability_Tree §12 the combo element matrix; eam_pair_eligibility column; ELEMENTS_MATRIX_RECOVERED §1 axis tags]

3. THE STATUS-EFFECT FRAMEWORK

The per-element status table is authored twice over (canon + the recovered originals: Crush,

Burn, Saturate, Windburn, Impale, Slow, Abrasion, Scald, Asphyxia, Freeze, Shock/Paralyze,

Poison, Life-heal) and the Komodo septic-wound loop (FL-10) is designed — but there is no

generic status runtime. Build: a GAS effect family (DoT/HoT/impair/stagger classes), per-element

application rules off the ability rows, cure/counter hooks into the flora/trade lanes (the

herbalism cure loop), boss/creature immunities per roster row. Shapes now, magnitudes 5M.

OWNER: W9 tail (the framework) + W-LW3 (the cure loops).

[SRC: the recovered per-element Status tables; T0_Flora trade_uses; FL-10 in Vol2 §11.6]

4. THE HEALING / POISON LANES

Vril Healing / Revival / Mass Revival (Ether), the Life element's HoT chains, and the poison

trade chains (with the care-tagged real-agent names) are authored with no runtime lane. Build:

the healing verb family through GAS (cost per the five classes; the no-cheap-death rule —

revival costs scale per the spec), the poison application/cure loop through the status framework

[SRC: the recovered Ether roster; T1_Combat_System_Spec cost classes; the Poison/Life trade tables]

5. THE PROFICIENCY PRESENTATION LADDER (new system — the "more fluid with mastery" look)

Josh's probe: moves should LOOK stronger, more potent, more fluid and natural as proficiency

climbs. No such system was specced. Design: each ability family carries per-mastery-TIER

presentation variants (animation refinement, VFX density/control, audio confidence, follow-through

polish) — the novice's rough cast vs the Magus's liquid one; weapon moveset fluidity scales the

same way via the per-weapon mastery track. Data seam NOW (pre-5090): a presentation_tier_ref

per ability family + weapon class on the extension rail, consumed as a variant-selection key;

the 5090 generation pass then produces TIERED variants per the DR-2 contract (the asset request

carries the tier), not single assets. Greybox interim: tier-scaled cast speed/recovery polish +

VFX scale as the readable stand-in. CARE: the ladder is presentation only — power scaling stays

in the existing mastery/damage model (no hidden stat double-dip). OWNER: a new named system in

W9/W10 (the seam + greybox) and P2 (the tiered generation); the factory inherits per chapter.

[NEW — Josh-probe-derived; power model untouched per T1_Combat_System_Spec]

6. THE ARENA-MUTATION FRAMEWORK (boss environmental abilities)

Bosses changing the environment — throwing boulders, igniting ground, flooding pockets, raising

hazards, altering the arena per phase — exists only as per-boss prose (Naga Padoha's convulsing

caldera). Build it as a first-class data-driven ability class: arena_mutation attack rows in

the attack library (spawn-hazard / launch-debris / surface-change / persistent-zone), hazard

actors that BOTH sides interact with (the player can stand behind the boulder the boss threw —

or Tremor-Stomp it back), per-phase arena state carried in the encounter, and the W-SPACE

affordance list per arena doubling as the boss's mutation vocabulary (the environment the arena

offers is the environment the boss can weaponize — one authored list, two consumers). Presence

rules apply both ways (a boss creates the water its element needs — the original docs' presence

doctrine inverted as boss design). OWNER: W9 tail (the framework + one proof boss: Naga Padoha's

caldera convulsion as the flagship) + the factory per boss.

[SRC: BE phase_breakdown prose; the W-SPACE affordance ruling; the recovered presence-dependency doctrine]

Wiring

healing/poison lanes · the presentation-ladder seam · arena-mutation + flagship proof.

presentation ladder's tiered variants per the DR-2 contract; per-boss arena-mutation rows."

RUNE system (§2b; the canon-lane registry reconciliation is now a named task); (2) the

Presentation Ladder is NODDED: "every spell and ability and movement needs to be beautiful

and fluid art" — the ladder is standing doctrine, and the 5090 asset passes generate TIERED

variants as a hard requirement, not an option.

7. THE ABILITY PROGRESSION BONUS SYSTEM (RULED, Josh 2026-07-26 — extends §5's ladder)

Proficiency tiers are not presentation-only: each tier grants MECHANICAL bonuses, in two lanes,

with a standing balance principle — **lower-level abilities keep their place among higher-game

progression abilities** (a mastered early ability competes via its bonus ceiling; horizontal

relevance, never dead kit).

seed examples for Fireball — reduce cast time · decrease the target's elemental resistance ·

increase elemental superiority (the matrix edge amplified) · raw damage · crit chance.

the 120-gate canon — grant the TRANSFORMATIVE upgrades): Fireball → three fireballs instead

of one · AOE explosion on hit · cast while moving. Earth Tremor → brief stun · randomized

earthen-wall segments circling the player · brief mobility surge. Gate bonuses change what

the ability IS; proficiency bonuses sharpen what it does.

bonus_kind → shape; magnitudes Phase-5M); the foundry (§1) applies them at cast; the

presentation ladder (§5) renders the same tiers visually — one tier key, two consumers.

factory per chapter. [RULED: Josh 2026-07-26, examples verbatim-seeded]

8. THE GEAR-IMPRINT RUNE LANE (RULED, Josh 2026-07-26 — the second rune lane, beside §2b)

Runes on gear pieces / weapons / equipment, in the Borderlands-4 / Diablo register: runes

IMPRINT special bonuses onto gear with RNG rolls — higher rarity drops roll better;

crafting is rarity- AND proficiency-gated; sources include **easter-egg drops and rarity-tiered

boss drops, with the strongest difficulty-gated**. Canon seeds already present: RN_0018

"Enchantment slot and re-roll scheme, source=BOTH (Engineering/Alchemy-crafted base item +

Inscription)" is this lane's registry anchor; rolls stay σ-bounded per the HL_0061 drop canon;

the empty T0_RNG_Drop_Table gains this as a primary consumer (imprint-roll tables per rarity).

Two rune lanes, distinct and both canon: §2b's OPERATOR runes author custom ABILITIES; §8's

IMPRINT runes enchant GEAR. The boss-drop tie-in rides the part-break/carve loop (a broken

part can carry an imprint rune at its rarity). OWNER: canon-lane (the imprint-roll schema +

drop-table population) + a post-slice runtime wave + the factory (per-boss drop rows).

[RULED: Josh 2026-07-26]

9. BUILD AGENCY: SELECTABLE BONUSES, LOADOUT SETS, SPEC PURPOSES, COMPANION PARITY

(RULED, Josh 2026-07-26 — the customization layer over §7's bonus system)

proficiency tiers, MAJOR picks on the quest-gate tiers — from each tier's bonus pool, "so

they can further optimize and customize their build setup." Selection is the agency layer

over §7's two lanes; the respec model is a schema-pass design detail (not invented here).

THIRD equipment-and-ability set with quick-change — performed diegetically "at a waterfall

or vril recharge zone" (the vril-site becomes the build sanctum — dovetailing the

recharge-well session-anchor entry in the gap register: the well is save, recharge, AND

loadout home).

vril-DAMAGE focus; resource specs (vril regeneration per second, healing over time);

PERSONAL vs AREA-OF-EFFECT scopes — so distinct specs emerge from the same ability set.

and per the integrity-driven loyalty canon (companions can leave over your integrity and

actions), a departing companion GIVES BACK the gear and investment — "so you don't lose

all that investment." Leaving costs you the companion, never the kit; the moral weight stays

on the relationship, not on a loot punishment.

(2/3, purchase-gated) keyed to vril-site interaction; companion loadout mirrors; the

return-on-departure rule in the companion contract. Magnitudes Phase-5M. OWNER: the

canon-lane schema pass (the residue batch) + the post-slice runtime + W10's book screens

(the build/loadout UI) + the factory. [RULED: Josh 2026-07-26, verbatim-seeded]

10. UNIVERSAL POOLS + THE AAAAA BALANCE DOCTRINE (RULED, Josh 2026-07-26 — the capstone)

proficiency carries its own appropriate MINOR and MAJOR bonus pools (selectable per §9);

imprint runes carry pools too. **The FINAL mastery-gate questline completion grants up to

LEGENDARY and MYTHIC** — MYTHIC extends the rarity ladder above legendary as the apex RARITY

GRADE, reached only through the completed mastery questline (the earned summit, never a drop

table). [CORRECTED 2026-07-27 — Josh's tenth-sitting F-1 ruling, verbatim intent: "legendary

and mythic aren't tiers but are instead the rarity levels of equipment and consumables nd

drops and crafting items and runes." LEGENDARY and MYTHIC are RARITY GRADES on equipment,

consumables, drops, crafting items, and runes — NEVER mastery-tier names. The twelve-tier

mastery framework is LEVELS 1-12, with the major gating questlines at 5→6 and at 11→12 (full

mastery at 12); the final mastery questline grants ACCESS to these rarity grades rather than

promoting the practitioner. The prior "apex tier" wording read as a mastery rung and is

withdrawn. The CVD §12 ten names' mapping onto the twelve levels, and any 11/12 naming, route

to the naming/mastery pass — the CVD text is NOT auto-edited.]

overpowered — but not in the way that all the AAA games fail, where that means you only have

1 or 2 viable options and nothing is actually customizable." The target: MANY roles and

strategies, hundreds to thousands of EQUALLY important and useful builds, where being

skillful and strong relies on BOTH talent (player execution) AND build (theorycraft). OP

peaks are allowed; META-COLLAPSE is the banned failure mode.

breadth is MEASURED, never asserted — the QA machine gains BUILD-SPACE SWEEPS (automated

simulation across the bonus/imprint/spec combinatorics, per encounter class) whose output is

a viability-breadth scorecard: how many distinct builds clear the bar per role, where the

collapse points are, which pools are dead picks. A pool whose options are never picked in

the sweep is a balance DEFECT, same as a slope over threshold was a space defect. The same

teeth philosophy, applied to build diversity.

sweeps + tuning), the factory (per-chapter pool authoring). [RULED: Josh 2026-07-26]

11. THE ENDGAME BUILD-ROLE TAXONOMY + COMPANION/FAMILIAR FACTORING (RULED, Josh 2026-07-26)

The balance doctrine (§10) demands many roles — this names them (Josh's seed list, the

authoring baseline for the build-space sweeps):

single-target damage · single-target support — crossed with: MASTERY builds and their

HYBRIDS (multi-mastery combinations) · per-WEAPON-TYPE builds (each of the 72's class) ·

ELEMENTAL builds, element COMBINATIONS, and hybrid-element builds (the 21-combo catalog +

the matrix) · CUSTOM-FORGE builds — the merged spells unlocked once MULTIPLE masteries

are obtained (§2b's Adeptus merge catalyst), where "different runes and different abilities

get created into different merges that'll be fun to explore and try out" — the merge

combinatorics are DISCOVERY CONTENT: exploring what fuses is itself the endgame play.

MMO layer (guild play per T1_Tier_C_MMO_Spec) — one role taxonomy, two arenas.

fills party roles (a healer companion enables glass-damage specs; a tank frees a support

build), joins/leaves on the integrity canon, and RETURNS the invested gear on departure.

table is this system's data home) + EAM pairing (ability enhancement gated on the bonded

familiar) mean the familiar CHOICE shapes the ability build — a familiar is a spec decision,

not a pet cosmetic. The path-variable 22nd legendary slot is an endgame build axis of its own.

per role axis; a role with too few viable builds is a balance defect.

[RULED: Josh 2026-07-26, list verbatim-seeded]

12. COMPANION/FAMILIAR STAT BUILDS + THE AI-INTELLIGENCE AXIS + THE MMO BRIDGE

(RULED, Josh 2026-07-26)

builds — stat choices on level-up plus equipment influence. The spread influences their

SPECIALTIES and PREFERRED COMBAT STYLES: how an ally fights emerges from how you built them,

not from a fixed archetype.

more intelligent their AI will start to detect more patterns and be more proactive and

aware." INT literally buys better combat AI — pattern detection (reading boss cast_patterns,

telegraphs, the counter-classes), proactivity (pre-positioning, interrupting, peeling), and

awareness (adds, hazards, ally states). The ally's BRAIN is a stat the player invests in.

strong" — INT competes with the combat stats, so the player has to balance and customize per

role. "A tank or pure DPS may not need to be as smart for that build" — a low-INT wall or

glass cannon is a legitimate spec whose simpler AI is the accepted cost, while a high-INT

support reads the fight for you. Per §10's doctrine this axis enters the build-space sweeps:

ally stat spreads are part of the build combinatorics, and "a properly built team should be

fun to customize and build" — TEAM COMPOSITION IS CONTENT.

companions/familiars-as-build-components (this section supplies the STAT layer under those

roles); the integrity-driven loyalty canon; the 22-slot familiar bond ladders (bond ladders

and stat spreads compose — the bond gates WHAT a familiar can do, the spread tunes HOW).

after the full game is released" — the same role/stat/build architecture scales into Tier-C

group and RAID play (WoW-register raid/group roles) and the CANONICAL 100-PLAYER WORLD BOSS

(T1_Tier_C_MMO_Spec §8; CVD §13.1 — Josh's pre-Claude GDD example, verified in canon), whose

recovered 4-team operational architecture (Environmental Manipulation / Combat Core /

Spawnling Management / Enhancement-Protection + adaptive boss AI; INGEST_GDD.md §recovered)

is exactly a role-taxonomy raid. Single-player party building is the training ground for

Tier-C raid building — one architecture, designed once, deliberately.

are seeds for proper expansion (cited, critic-gated), never the exhaustive lists.

the post-slice companion AI runtime (INT-tiered behavior trees) + Phase-5M/5H sweeps (team

combinatorics) + the Tier-C spec (raid-role integration). [RULED: Josh 2026-07-26,

verbatim-seeded]

13. THE FF7R SWITCH: DIRECT ALLY CONTROL + THE CHARACTER-NOT-UNIT LAW

(RULED, Josh 2026-07-30 — the twenty-eighth sitting item J4; extends §12's INT axis)

manually by switching to them, in the register of a Final Fantasy VII Remake party switch. When

an ally is not under the player's control it acts as that character — per how it has been

specialized and how its stats have been awarded, which is exactly §12's player-shaped spread

read forward into behaviour.

leans into being more proactive and predicting the battle, so the ally makes more correct and

more accurate decisions. Prediction is anticipation of the attack that is coming, not faster

reaction inside it — the observable the player bought with the stat. §12's mandatory tradeoff is

unchanged: prediction quality competes with the combat stats on the same spread.

focus_target / hold / regroup channel, docs/pipeline_review/MINT_DESIGN_B_ITEM_ALLY_2026-07-27.md

§3.5) is RULED in the negative, and the ruled line it collided with — you do not configure your

teammate in a menu, you earn how they show up for you — stands untouched. The switch is a CONTROL

MODE, not a command surface: it moves the player's input onto the character and issues no order.

ruling, the behaviour of an ally the player is NOT driving. It therefore needs no order-verb

column, no player-authored policy_source member, and no per-row ordering surface — the

gambits-busywork guard is now backed by a ruling rather than by a deferral, and gate 29 asserts

the absence of an order-verb column as a tooth.

carries is existing familiar canon and is not an order channel: an L3 familiar may be directed to

attack once its trust threshold is met, an L4/L5 familiar from the start of battle, and the L1/L2

bands still forbid direction. §9's loadout parity and gear-return, §11's build-role factoring and

§12's stat/INT layer all stand as ruled.

ruling) + T1_Combat_System_Spec's companions-as-build-components section (the combat-side clause)

suspension of the ally's own behaviour tree while the player drives it) + rank 22's party-frame UI

(the switch affordance is a party-frame surface). [RULED: Josh 2026-07-30, verbatim-seeded]

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