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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.