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 · equipmenttier→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 mkLyraper-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.| Lvl | Hero | Might | Arcana | Reason | Resil | HP | bare PWR | with act-gear | act boss PWR |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Lyra start | 4 | 10 | 12 | 5 | 40 | 27 | 32 | — |
| 5 | Lyra | 8 | 18 | 16 | 9 | 64 | 57 | 65 | — |
| 8 | end Act I | 11 | 24 | 19 | 12 | 82 | 86 | 95 | 95 |
| 10 | Lyra | 13 | 28 | 21 | 14 | 94 | 108 | 137 | — |
| 15 | Lyra | 18 | 38 | 26 | 19 | 124 | 171 | 208 | — |
| 16 | end Act II | 19 | 40 | 27 | 20 | 130 | 186 | 224 | 230 |
| 20 | Lyra | 23 | 48 | 31 | 24 | 154 | 248 | 334 | — |
| 25 | Gideon mid | 28 | 58 | 36 | 29 | 184 | 337 | 437 | — |
| 26 | end Act III | 28 | 60 | 37 | 30 | 190 | 356 | 459 | 480 |
| 30 | Lyra | 33 | 68 | 41 | 34 | 214 | 438 | 629 | — |
| 35 | Lyra | 38 | 78 | 46 | 39 | 244 | 551 | 766 | — |
| 38 | end Act IV | 41 | 84 | 49 | 42 | 262 | 625 | 854 | 850 |
| 40 | Lyra | 43 | 88 | 51 | 44 | 274 | 677 | 1066 | — |
| 45 | Lyra | 48 | 98 | 56 | 49 | 304 | 815 | 1241 | 1250 (Avatar) |
| 50 | Lyra finale | 53 | 108 | 61 | 54 | 334 | 965 | 1428 | 1250 / 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).
| Tier | Act / region band | Lvl | weaponPWR | ArmorDef | Material gate (the grind) | Drop/craft rarity (pacing) | Chase item |
|---|---|---|---|---|---|---|---|
| T1 Scavenged | R1–2 | 1–8 | +0…+4 | 0–3 | sticks, scrap iron, ore ×10 | common — vendor/world, no gate | Forged Hoe → first real tool |
| T2 Forged Iron | R3–4 | 8–16 | +5…+10 | 4–8 | iron ingots, coal, beast hide; 1 mat only past D2 | uncommon — craftable; chase base = boss drop | Iron Longsword / Brass Lantern |
| T3 Smith-Steel | R5–7 | 16–26 | +11…+18 | 9–14 | steel (2 ingot+flux), Smith-Steel boss-mat ×1 past D4/D5 | rare — flux gated by Husk Smith / Sorrow Knight | Steel Greatblade / Warded Lamp |
| T4 Veil-Touched | R8–10 | 26–38 | +19…+30 | 15–22 | Veil shards (dungeon-locked) ×2, rare ore | epic — shards only from D8–D10 ★bosses | Frostbrand Nail / Shard Mail |
| T5 Starborne (set) | R11–12 + Obs | 38–50 | +31…+48 | 23–34 | counted-nail relics, clear-shard, gate-glass (finale-gated) | legendary — set assembled from R11/R12/Obs bosses | Starborne set (2/4/6-pc bonuses) |
Pacing rules (HARD-but-fair):
- Each tier jump requires one material that only drops past the prior region's dungeon → you must *clear
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).
- One step ahead, never two. A tier lifts the geared curve to ≈1.0× the current act boss — enough to
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).
- Rarity paces the chase: common → uncommon → rare → epic → legendary maps 1:1 onto the tiers; the
gating material's drop rate (boss-locked from T2 up) is the real throttle, not the recipe.
- Light is gear. Better lamps widen the warm safe-pool and sear the dark harder (light = weapon). Gear
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 band | Lvl | Trash PWR | Elite / miniboss | Boss PWR |
|---|---|---|---|---|
| 1–2 | 1–8 | 18–45 | 60 | 95 |
| 3–4 | 8–16 | 55–110 | 150 | 230 |
| 5–7 | 16–26 | 130–250 | 330 | 480 |
| 8–10 | 26–38 | 280–470 | 600 | 850 |
| 11–12 | 38–50 | 520–760 | 950 | 1250 |
| 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.