Wiki
Core Ladders
This page compresses the cross cutting ladders that need to stay consistent across phases.
Status: Active
This page compresses the cross-cutting ladders that need to stay consistent across phases.
Station Ladder
| Milestone | Phase Anchor | Station Change | Unlock Focus |
|---|---|---|---|
| Frontier Start | Phase 01 |
Establish Workbench and Forge |
Early gear, tools, utility, and readable recipe browsing |
| Cold and Brood Expansion | Phase 02 |
Expand starter station recipe families | Snow, silk, and summon-support gear lines |
| Archive Breakthrough | Phase 03 |
Unlock Field Anvil |
Upgrades, Etch Scrolls, grapnel hardware, and boss-material conversion |
| Mid-Frontier Expansion | Phase 04 to Phase 06 |
Expand Forge and Field Anvil branches |
Martial lines, resilience lines, skimmer gear, and desert utility |
| Worldshift Breakthrough | Phase 07 |
Unlock Relic Table |
Relic fusion, summon components, essence utility, and Worldshift conversions |
| Deep Frontier Expansion | Phase 08 to Phase 12 |
Expand all active stations | Deep alloys, essence branches, advanced tack, and stronger mobility lines |
| Temple Attunement | Phase 13 |
Expand Relic Table into breach attunement |
Wayshrine support, relic-slot growth, breach preparation |
| Breach Synthesis | Phase 14 to Phase 15 |
Expand high-tier conversion lines | Endgame crafting, prestige gear, and repeated-cluster value |
| Horizon Capstone | Phase 16 |
Final synthesis branch | Capstone gear and final conversion paths |
Gear Capability Ladder
| Band | Capabilities Allowed | Capabilities Held Back | Notes |
|---|---|---|---|
| Frontier | Speed, step-height comfort, short jump upgrades, terrain comfort, early grapnel utility, short glide hints | Sustained hover, true flight, unrestricted air dominance | Travel should already feel better than vanilla early on |
| Deep Frontier | Long jumps, climb support, reliable gliding, hover bursts, strong fall forgiveness, mount and grapnel synergy | Permanent unrestricted flight | Vertical route mastery becomes a real part of combat and exploration |
| Breach | Sustained glide, stable hover control, controlled flight, storm and breach traversal support | Full final capstone movement | Air play becomes legitimate without deleting all route design |
| Finale | Capstone air or void traversal | Nothing except post-credits excess | Final mobility should feel earned, not casual |
World-Layer Ladder
| Milestone | Phase Anchor | Layer Change |
|---|---|---|
| Living Caves Online | Phase 01 |
Surface and living caves become the main opening loop |
| Low-Sky Access | Phase 03 |
Watchspires, rooflines, and grapnel-friendly sky routes matter |
| Nether Frontier and Worldshift | Phase 07 |
Nether routes enter the ladder and old biomes reactivate |
| High-Sky Hunt Layer | Phase 09 |
Frost roosts and stronger sky hunts begin |
| Temple to Breach Layer | Phase 13 |
Wayshrines and breach routes connect the late game |
| Horizon Capstone | Phase 16 |
Final world layer resolves the full ladder |
Fortification Ladder
| Tier | Typical Examples | Expected Pressure |
|---|---|---|
| Soft | Wood doors, fence gates, basic fences, weak barricades | Normal hostile mobs can pressure these over readable time windows |
| Medium | Reinforced wood, stone-backed entries, stronger gates | Normal pressure slows down sharply; raids, elites, and long nights matter more |
| Hard | Iron-grade entries, fortified gates, heavy barrier segments | Ordinary hostiles should rarely matter; serious breach pressure comes from events, elites, bosses, or very long windows |
Review Rule
If a phase page, system page, or pack page contradicts one of these ladders, treat it as a real inconsistency and resolve it before implementation starts.