⚔ STARBORNE WIKI

STARBORNE — BALANCE (the math)

Keystone doc. One POWER scale for heroes, equipment, and enemies so anything can be compared.
Difficulty target = HARD. The gear chase is satisfying but earned (Minecraft-style grind):
every tier clearly beats the last, but the jump costs rarer materials / a harder dungeon. You should
need the right gear and skill — you cannot trivialise the game by out-levelling alone.
Refreshed by the starborne-balance worker every 12h. Design only — never edits game code.
STATUS: v1.0 — formula locked · player curve charted from real mkLyra growth · equipment
tier→POWER table + pacing · full 55-entry enemy audit · tuning list. One critical fix flagged (§7).

1. The POWER metric (PWR)

Put everything on one axis = offense × durability, square-rooted on durability so tanks don't run away with it.

PWR = round( EffDPS × sqrt(EffEHP / 100) )

EffDPS = HitDmg × HitsPerSec × CadenceMult
   HitDmg     = primaryStat + weaponPWR
                  melee (Gideon): Might + weaponPWR
                  spell (Lyra):   Arcana + 0.5·Reason + weaponPWR(staff)
   HitsPerSec = 1 / attackInterval        // melee ≈ 1/0.42s ≈ 2.4 ; spell ≈ 1/0.45s ≈ 2.2
   CadenceMult= 1.13                       // every 3rd action ×~1.8 → ~+13% average
   CritMult   = 1.00 baseline              // trinkets/criticals can raise it

EffEHP = MaxHP × (1 + Mitigation)
   Mitigation = (Resil + ArmorDef) / 40    // 20 of (resil+armor) ≈ +50% effective HP

Read PWR as a threat/strength number, not raw HP or damage. Bosses sit a full band above their

region's trash; the player should reach a boss at roughly 0.85–1.0× its PWR and have to play well

to win (HARD), then leave with gear that lifts them into the next region. The **gap between an

under-geared player and the local band IS the difficulty** — close it with grind + skill, not levels alone.


2. Player power curve (L1 → L50)

Gideon is fixed (mountain-smith, holds the line): Might 28 · Arcana 8 · Reason 11 · Resil 18 · HP 120,

melee. Bare PWR ≈ 100, Smith-Steel-geared ≈ 169. He is deliberately flat — the early wall, the

muscle for strength-puzzles, and a tank/utility body in mid-game; he is not the late carry and falls

below the R5+ trash band by design (that's Lyra's job).

Lyra scales (Arcana fastest) from helpless to powerhouse — the late-game carry.

⚠️ The table below is the target curve (re-anchored to the enemy bands). The live mkLyra
per-level growth currently overshoots it badly (see §7) and must be reduced for the game to stay HARD.
Numbers here assume the proposed growth: arcana +2 · hp +6 · reason +1 · resil +1 · might +1 per level.
LvlHeroMightArcanaReasonResilHPbare PWRwith act-gearact boss PWR
1Lyra start410125402732
5Lyra818169645765
8end Act I1124191282869595
10Lyra1328211494108137
15Lyra18382619124171208
16end Act II19402720130186224230
20Lyra23483124154248334
25Gideon mid28583629184337437
26end Act III28603730190356459480
30Lyra33684134214438629
35Lyra38784639244551766
38end Act IV41844942262625854850
40Lyra438851442746771066
45Lyra4898564930481512411250 (Avatar)
50Lyra finale53108615433496514281250 / Obs 1350

Curve shape: slightly super-linear (Arcana compounds). The with-gear column = the player wearing the

tier meant for that act, i.e. they grinded it. That column tracks the act boss at 0.96–1.0× through L38

and only edges ahead at the very end (geared 1428 vs Obs 1350 ≈ 1.06×) so the finale stays a real fight.

Bare (no act gear) sits a clear notch below the boss at every act — skip the grind and you fight the

region under-geared = HARD-to-brutal. That gap is the intended difficulty.


3. Equipment ladder — POWER bands + grind pacing

Five tiers. Each weapon/light/armor/trinket gives a weaponPWR / ArmorDef / mod in its band. A tier's

mid-band weaponPWR ≈ the player's primary stat at that act, so equipping the right tier roughly recovers the

band ratio above (gear is the multiplier margin, not the whole power — Lyra's spells are innate).

TierAct / region bandLvlweaponPWRArmorDefMaterial gate (the grind)Drop/craft rarity (pacing)Chase item
T1 ScavengedR1–21–8+0…+40–3sticks, scrap iron, ore ×10common — vendor/world, no gateForged Hoe → first real tool
T2 Forged IronR3–48–16+5…+104–8iron ingots, coal, beast hide; 1 mat only past D2uncommon — craftable; chase base = boss dropIron Longsword / Brass Lantern
T3 Smith-SteelR5–716–26+11…+189–14steel (2 ingot+flux), Smith-Steel boss-mat ×1 past D4/D5rare — flux gated by Husk Smith / Sorrow KnightSteel Greatblade / Warded Lamp
T4 Veil-TouchedR8–1026–38+19…+3015–22Veil shards (dungeon-locked) ×2, rare oreepic — shards only from D8–D10 ★bossesFrostbrand Nail / Shard Mail
T5 Starborne (set)R11–12 + Obs38–50+31…+4823–34counted-nail relics, clear-shard, gate-glass (finale-gated)legendary — set assembled from R11/R12/Obs bossesStarborne set (2/4/6-pc bonuses)

Pacing rules (HARD-but-fair):

content*, not farm trash, to advance. This is the Minecraft "you need the deeper ore" loop, and it is what

keeps levels from out-pacing gear (§5).

win the fight you're at, not enough to walk into the next region. The chase item sits at the top of its

band and needs a boss drop + a crafted base (the satisfying grind target, marked above).

gating material's drop rate (boss-locked from T2 up) is the real throttle, not the recipe.

Gideon for weight/armor, Lyra for focus/trinkets.


4. Enemy POWER bands (target by level/type)

Trash sits below the player's geared curve for its region; bosses spike a band above. Archetype shifts the

offense/durability split (same PWR, different feel).

Region bandLvlTrash PWRElite / minibossBoss PWR
1–21–818–456095
3–48–1655–110150230
5–716–26130–250330480
8–1026–38280–470600850
11–1238–50520–7609501250
Observatory (Alex)50~1350
Note (recovery 2026-06-24): final table row was truncated at "| 50" by the design-folder truncation incident; completed to the Observatory boss band (~1350, per ENEMIES #50). BALANCE worker should re-verify on its next pass.
1051 linked entries · source: content · living wiki, auto-synced from the game's design.