#λbsΦlutιon [ᴬTᴺ]: Encyclopedia
The game's reference for every entity, item, artifact, Dogma and system, plus the taxonomy that organizes them.
| File |
Covers |
| game.md |
Game name, Chapter One (Thɘ Fλmιlιλr's Pλth), core terms and feature list |
| ui.md |
User interface: New World style and structure, HUD, screens |
| taxonomy.md |
The master tree: how everything in the game is classified |
| world.md |
The one big world: Dogma zones, walking, ship travel, spells |
| dogma.md |
Dogma → Society → Faith, Secret Societies (secondary layer), joining quests |
| daemons.md |
Encounter states (Wild…), every Daemon class with ranks, capturing, Daemon Battles, possession |
| items.md |
Knowledge, relics, ritual tools, vessels, weapons, vestments, consumables, rituals, gear, inventory, dropping & pickup |
| progression.md |
Player level, life skills (gathering, refining, crafting, cooking), ability tree, Faith standing |
#Fact and fantasy
λbsΦlutιon draws on real faiths, scriptures, places and rites. The rules for every entry:
- Real things are stated factually: beliefs, rules, joining steps, rites, scriptures, places, history.
- Nothing is concealed. We openly reveal what each faith teaches and practices.
- Fantasy is always marked, so players know what's real and what's game.
Each entry or line carries one of these labels:
| Label |
Meaning |
[Fact] |
Real: a tradition, text, place, rite or belief as it actually exists |
[Fantasy] |
Invented for the game, or a game mechanic built on real material (e.g. capturing a Daemon into a vessel) |
[Review] |
Needs checking by someone with real knowledge of that faith |
Most current entries still need labels, and everything faith-related is [Review] until an expert has checked it. We're asking for volunteers: see the Help Wanted section on the support page.
#ID scheme
Every entry gets a stable ID: <CATEGORY>-<CLASS>-<NNN>.
| Prefix |
Category |
DMN |
Daemon (any capturable or castable entity) |
KNW |
Knowledge item (scroll, manuscript, codex, grimoire) |
RLC |
Relic artifact (item, not an entity) |
TOL |
Ritual tool |
VSL |
Vessel (holds a captured Daemon) |
WPN |
Weapon |
VST |
Vestment / armor |
CNS |
Consumable |
RIT |
Ritual / rite |
GEAR |
Gear slot |
DGM |
Dogma |
SOC |
Society |
FTH |
Faith |
SEC |
Secret Society |
LVL / SKL / ABL / STD |
Player level / life skill / ability / Faith standing |
ZON |
Dogma zone |
TRV |
Travel method |
LOC |
Location |
Class codes are listed in taxonomy.md. Example: DMN-JIN-003 = the third Jinn entry.
#Entry template
### <Name> `<ID>`
- **Class / Order / Rank:**
- **Region style:** Middle East | Europe | South America | Colonial
- **Tier:** 1–10
- **Origin:** tradition or source the entry draws from
- **Description:**
- **Capture / Cast-out requirements:** knowledge item(s), location, time of day, other conditions
- **Abilities:** (for Daemon Battle and first-person combat)
- **Drops / Rewards:**
- **Lore notes:**
#Status
Started 2026-10-21. Lists are seeded with names and structure. Stats, abilities and capture requirements get filled in entry by entry.
Source of truth: .encyclopedia/README.md
#λbsΦlutιon [ᴬTᴺ]
Chapter One: Thɘ Fλmιlιλr's Pλth
A highly spiritual VRChat world. You capture demons and spirits, cast out possessions, and rise through your Dogma, Society and Faith. Chapter One is a single world with no external server. Multiplayer trading comes later.
#Core terms
| Term |
Meaning |
| Dogma |
Your birth tradition and limitation. Chosen at start. Quests can convert or change it later. |
| Society |
The next level under your Dogma. Unlocked by quests within your current Dogma. |
| Faith |
The specific body you join, by doing the real steps of joining it. |
| Secret Society |
Optional secondary layer you join on top of your Faith. Its benefits stack with your Faith's. |
| Daemon |
Any entity you capture, cast out, battle or bind (angels, demons, jinn, spirits, relics, idols and the rest). |
| Familiar |
A Daemon bound to you, used in Daemon Battles. |
#Chapter One features
#1. Dogma Selection → dogma.md
- The initial selection limits you to the Societies and Faiths of your Dogma. Quests can convert or change it later.
- Joining a Society: the next level under the Dogma, since Dogma is your birthplace and limitation.
- Quests unlock the Society types of your current Dogma (birth Dogma only, no conversion yet).
- Quests lead you to getting into a Faith.
- Joining a Faith: you do the real steps of joining it, e.g. becoming a catechumen and answering every question, with answers learned from priests and other NPCs.
- All quests for joining Faiths.
- Capture basic Daemons. Taxonomy: Wild, the roaming types you find in the world that start your leveling.
- Daemon Battles: player vs player, Pokémon-style turn-based combat with timers.
- A battle can cause a possession in your enemy. They have to go on a quest to get unpossessed.
- Just personal items and things. No player trading.
#5. Gear & Weapons → items.md
- Gear items, inventory, weapon types by region style.
- Crafting, foraging, fishing, food. Think New World mixed with Valhalla.
#7. Knowledge, Relics, Idols, Rituals → items.md
- Scrolls, artifacts, idols, rituals, all of it.
One big walkable world with a zone for each Dogma. Travel on foot, by ship or by spells.
#User Interface → ui.md
Same style and structure as New World: HUD, inventory, map, journal, skills, crafting.
#Combat
- First person against monsters.
- Daemon Battle: familiars fight each other.
- All combat is turn-based with timers.
#Region styles
Middle East · Europe · South America · Colonial set the look and feel of all weapons and styles.
Source of truth: .encyclopedia/game.md
#The World
One big world. A single continuous map you can walk across, with a zone for each Dogma, so every faith and land has its flavor in it. Distant zones can also be reached by ship travel or spells.
One world means one save: your character, inventory and Familiars stay with you everywhere.
#Travel TRV
| Method |
How |
| Walking |
Every zone is connected on foot. The whole map is walkable. |
| Ship travel |
Ports link zones across the water. |
| Spells |
Teleport between zones. |
To define: which ports connect to which, what spells exist, and what they cost or require (knowledge, Faith, level).
#Dogma zones ZON
Each Dogma gets a zone with its own look, NPCs, Faith halls, Daemons and quests. Region styles come from taxonomy.md § Region styles.
| Zone |
Dogma |
Region style |
Flavor |
ZON-ISL |
Islam |
Middle East |
Desert city, bazaars, mosques and minarets, Sufi lodges, caravan routes. Jinn country. |
ZON-CHR |
Christianity |
Europe |
Cathedrals, monasteries, Orthodox chapels with icons, Protestant meeting houses, Catholic orders. |
ZON-JUD |
Judaism |
Middle East / Europe |
Old city quarter, synagogues, the Kabbalists' hidden study, Qumran-style caves. |
ZON-ZOR |
Zoroastrianism |
Middle East |
Persian fire temples, towers of silence. |
ZON-HIN |
Hinduism |
To define |
Temples, ghats on a river. |
ZON-BUD |
Buddhism |
To define |
Monasteries, mountain shrines. |
ZON-TAO |
Taoism |
To define |
Mountain temples, talisman workshops. Guǐ and Jiangshi country. |
ZON-SHN |
Shinto |
To define |
Shrines, torii gates, forests of Kami and Yōkai. |
ZON-SKH |
Sikhism |
To define |
Gurdwara with langar hall. |
ZON-FLK |
Folk & Ancestral |
South America · Colonial |
Andean mountains and Apus, Amazon river spirits, Caribbean and colonial mission towns. |
ZON-GNO |
Gnostic & Mystic |
To define |
Ruins, hermitages. |
The Eastern Dogmas (Hindu, Buddhist, Taoist, Shinto, Sikh) don't fit the four region styles yet: either a fifth style or a placement within the existing four.
#Secret Societies
No zone of their own. Their lodges and hidden halls sit inside the Dogma zones, matching their role as a secondary layer on top of a Faith.
#Building it
- Assets: the Hannan town kit (cottages, towers, walls, tavern, blacksmith, barracks) and the Hunanian Empire city set can furnish zones. See
docs/hannan-asset-inventory.md.
- Size on Quest and PC: occlusion culling, fog and draw distance, LODs, baked lighting and shared texture atlases, with a lighter separate Quest build.
Source of truth: .encyclopedia/world.md
#Dogma → Society → Faith
| Level |
What it is |
How you get it |
Dogma DGM |
Birth tradition and limitation |
Chosen at character creation. Quests can convert or change it later. |
Society SOC |
Branch within the Dogma |
Unlock quest within your current (birth) Dogma |
Faith FTH |
The specific body you belong to |
Joining quest: the real steps of joining it |
Secret Society SEC |
Optional secondary layer on top of your Faith; benefits stack with your Faith's |
Its own joining quest |
Faiths have internal wars (rival Faiths and Societies in the same Dogma) and external wars (other Dogmas). Joining can put you on a team with your "frenemies", and sometimes not.
#Islam DGM-ISL
| Society |
Faiths |
| Sunni |
Hanafi, Maliki, Shafi'i, Hanbali |
| Shia |
Twelver (Ja'fari), Ismaili, Zaidi |
| Sufi |
Naqshbandi, Qadiri, Mevlevi, Chishti |
| Ibadi |
Ibadi |
#Christianity DGM-CHR
| Society |
Faiths |
| Orthodox |
Eastern: Greek, Russian, Serbian, Antiochian · Oriental: Coptic, Armenian, Ethiopian, Syriac |
| Catholic |
Roman (Latin rite), Maronite, Ukrainian Greek, Chaldean · Orders: Jesuit, Franciscan, Dominican, Benedictine, Carmelite |
| Protestant |
Lutheran, Anglican/Episcopal, Presbyterian/Reformed, Baptist, Methodist, Pentecostal, Independent / Non-denominational, LDS, Seventh-day Adventist, Jehovah's Witnesses |
#Judaism DGM-JUD
| Society |
Faiths |
| Orthodox |
Modern Orthodox, Haredi, Hasidic |
| Conservative |
Conservative / Masorti |
| Reform |
Reform, Reconstructionist |
| Mystic |
Kabbalists |
#Hinduism DGM-HIN
| Society |
Faiths |
| Vaishnava |
Sri Vaishnava, Gaudiya |
| Shaiva |
Shaiva Siddhanta, Kashmir Shaivism |
| Shakta |
Shakta, Tantric |
#Buddhism DGM-BUD
| Society |
Faiths |
| Theravada |
Thai Forest, Burmese |
| Mahayana |
Pure Land, Chan |
| Vajrayana |
Nyingma, Kagyu, Sakya, Gelug |
| Zen |
Rinzai, Sōtō |
#Taoism DGM-TAO
Zhengyi (talisman and exorcism priests), Quanzhen (monastic).
#Shinto DGM-SHN
Shrine Shinto, Onmyōdō (Onmyōji).
#Sikhism DGM-SKH
Khalsa (Amritdhari), Sahajdhari.
#Zoroastrianism DGM-ZOR
Parsi, Irani.
#Folk & Ancestral DGM-FLK
| Society |
Faiths |
| African diaspora |
Vodou, Santería / Lucumí, Candomblé, Umbanda |
| Andean & Mesoamerican |
Curanderos, Andean shamans |
| Northern |
Norse / Heathen, Celtic Druids, Siberian shamans |
#Secret Societies SEC (secondary layer)
Not a Dogma. A secondary layer you join in addition to your Faith. Its benefits stack on you together with your Faith's.
Freemasons (Scottish Rite, York Rite, Knights Templar degrees, Shriners), Rosicrucians, Hermetic Order of the Golden Dawn, Ordo Templi Orientis, Martinists, Bavarian Illuminati, Odd Fellows, Skull and Bones, Knights of Columbus, Order of the Eastern Star.
#Gnostic & Mystic DGM-GNO
Gnostics, Mandaeans, Cathars, Theosophists, Hermeticists.
#Joining quests
Every path is a chain of three quests:
- Birth: your Dogma is set at character creation.
- Society unlock: quests inside your birth Dogma open its Societies. No conversion yet.
- Faith entry: you do the real steps of joining. Steps are learned from NPCs (priests, imams, rabbis, gurus, lodge masters), and their knowledge supplies the answer selections.
Difficulty is 1 (easy) to 5 (hardest).
| Faith |
Real steps (quest stages) |
Difficulty |
| Eastern Orthodox |
Inquirer → Catechumen (enrolled by the priest, answer every catechism question) → Baptism & Chrismation → Communicant |
5 |
| Roman Catholic |
Inquiry → Rite of Acceptance (catechumen) → Lent scrutinies → Sacraments of Initiation at the Easter Vigil → Mystagogy |
4 |
| Baptist |
Profession of faith → Believer's baptism by immersion → Membership class |
2 |
| Independent / Non-denominational |
Profession of faith → Baptism |
1 |
| LDS |
Missionary lessons → Baptismal interview → Baptism → Confirmation |
3 |
| Sunni / Shia |
Learn wudu and salah → Shahada before witnesses → Join a school (Hanafi, Ja'fari…) |
2 |
| Sufi order |
Faith first → Seek a sheikh → Bay'ah (oath) → Dhikr practice |
4 |
| Orthodox Judaism |
Study with a rabbi (often a year or more) → Beit din examination → Mikveh immersion (and brit milah for men) |
5 |
| Reform Judaism |
Study with a rabbi → Beit din → Mikveh (optional in some communities) |
3 |
| Khalsa (Sikh) |
Live the Rehat → Amrit Sanchar with the Panj Pyare → Keep the Five Ks |
4 |
| Theravada / Mahayana |
Take refuge in the Three Jewels → Five precepts |
1 |
| Vajrayana |
Refuge → Find a lama → Empowerment (wang) → Practice commitments |
4 |
| Zhengyi Taoist |
Disciple to a master → Ordination: receive the registers (shou lu) |
4 |
| Parsi |
Birth only. Navjote initiation (sudreh and kusti); traditionally no converts |
5 (locked to birth Dogma) |
| Vodou / Santería |
Consult a priest → Divination → Initiation (kanzo / kariocha) → Year as iyawo (Santería) |
4 |
| Freemasons |
Ask a member → Petition → Investigation & ballot → Entered Apprentice → Fellowcraft → Master Mason (memorize each degree's catechism) |
4 |
| Rosicrucians |
Application → Degree lessons → Initiations |
3 |
The rest are filled in as each Faith's quest chain is written.
#Per-Faith fields (to fill in)
- Rules of the Faith: what keeps you in good standing
- NPC teachers: who holds the knowledge for the entry questions
- Region style: Middle East · Europe · South America · Colonial
- Signature tools, vessels, weapons: see items.md
- Daemon affinity: classes this Faith captures or casts out best (see daemons.md)
- Internal wars · External wars · Frenemy pairings
Source of truth: .encyclopedia/dogma.md
#Daemons
Every entity you capture, cast out, or command. Class codes and attributes are in taxonomy.md.
#Encounter states
How a Daemon exists in the world, separate from its class.
| State |
Code |
What it means |
Chapter One |
| Wild |
W |
Roaming types found in the world. Where leveling starts. |
✅ Capture basic Daemons |
| Possessing |
P |
Inhabiting a host (an NPC or a player). Must be cast out. |
✅ From Daemon Battles |
| Bound |
B |
Held in an object or place (Relics, Idols, Huacas). Needs knowledge, location and time. |
Later chapters |
| Familiar |
F |
Bound to a player. Used in Daemon Battles. |
✅ |
#Wild Daemons (Chapter One starters)
Low-tier roaming Daemons that spawn by region style, time of day and location.
| Wild type |
Class |
Region style |
Where / when |
| Wisp |
GHO |
Europe |
Marshes and graveyards, night |
| Jann |
JIN |
Middle East |
Desert edges, midday heat |
| Duende |
SPR |
South America |
Houses and forest edges, dusk |
| Imp |
DEM |
Europe |
Ruins and crossroads, night |
| Chaneque |
SPR |
South America |
Jungle paths, day |
| Shade |
GHO |
Colonial |
Old missions and battlefields, night |
| Kobold |
FAE |
Europe |
Mines and cellars, any time |
| Salamander |
SPR |
Middle East |
Forges and hearths, any time |
| Witch-bottle sprite |
SPR |
Colonial |
Old homesteads, full moon |
| Kodama |
YOK |
— |
Ancient trees, dawn |
#Angels ANG
Heavenly hosts, ranked by the nine choirs (Pseudo-Dionysius).
| Rank |
Choir |
Tier |
| 1st sphere |
Seraphim · Cherubim · Thrones (Ophanim) |
8–10 |
| 2nd sphere |
Dominions · Virtues · Powers |
5–7 |
| 3rd sphere |
Principalities · Archangels · Angels |
1–4 |
Named: Michael, Gabriel, Raphael, Uriel, Raguel, Sariel, Remiel (the seven archangels of Enoch); Metatron, Sandalphon (Judaic); Jibrīl, Mīkāʾīl, Isrāfīl, ʿAzrāʾīl (Islamic); Munkar & Nakīr (questioners of the grave); Harut & Marut; Spenta Mainyu and the Amesha Spentas (Zoroastrian).
#Fallen FAL
Angels who fell, and their offspring.
| Order |
Members |
| Watchers (Grigori) |
Semyaza, Azazel, Kokabiel, Baraqiel, Armaros, Penemue (Book of Enoch) |
| Nephilim |
Giants born of Watchers and humans |
| Rephaim |
Shades of the giants |
| Iblīs |
The jinn who refused to bow (Islamic) |
#Demons DEM
The infernal hierarchy. Ranks follow the Ars Goetia.
| Rank |
Tier |
Examples |
| Prince of Hell |
10 |
Lucifer (pride), Mammon (greed), Asmodeus (lust), Leviathan (envy), Beelzebub (gluttony), Satan (wrath), Belphegor (sloth) |
| King |
9 |
Bael, Paimon, Beleth, Purson, Asmoday, Vine, Balam, Zagan, Belial |
| Duke |
7–8 |
Agares, Valefor, Barbatos, Gusion, Eligos, Zepar, Bathin, Sallos, Astaroth |
| Prince |
7 |
Vassago, Sitri, Ipos, Stolas, Orobas, Seere |
| Marquis |
6 |
Samigina, Amon, Leraje, Naberius, Ronove, Forneus |
| Earl / Count |
5 |
Furfur, Halphas, Raum, Bifrons, Andromalius |
| President |
4 |
Marbas, Buer, Glasya-Labolas, Foras, Malphas, Haagenti |
| Knight |
3 |
Furcas |
| Imp / Lesser |
1–2 |
Imps, incubi, succubi, hellhounds |
Mesopotamian: Pazuzu, Lamashtu, Lilitu, the Seven Evil Spirits (Sebitti), Utukku, Gallu.
Persian: Daevas (Aeshma of wrath, Druj of the lie), Angra Mainyu.
#Jinn JIN
Beings of smokeless fire. Ranks from Arabic and Persian folklore.
| Rank |
Tier |
Nature |
| Marid |
9–10 |
The most powerful; sea and sky |
| Ifrit |
7–8 |
Cunning, fiery, often bound by Solomon |
| Shaitan |
5–6 |
Rebellious, deceiving |
| Jinn |
3–4 |
Common jinn, free-willed |
| Jann |
1–2 |
Weakest, desert-dwelling |
| Ghul |
3–5 |
Shapeshifting graveyard eater |
| Si'lat |
2–4 |
Witch-like trickster |
| Nasnas |
1–2 |
Half-creature of the wastes |
| Qareen |
2–6 |
Personal jinn companion born with each person |
Persian: Peri (benevolent), Div (malevolent).
#Spirits SPR
Nature, elemental and place spirits.
| Order |
Members |
| Elementals |
Salamander (fire), Undine (water), Gnome (earth), Sylph (air) per Paracelsus |
| Genius loci |
Spirits of a place: spring, crossroads, mountain, house |
| Kami |
Shinto spirits of nature and place |
| Apu |
Andean mountain spirits |
| Pachamama's court |
Andean earth spirits |
| Encantados |
Amazonian river spirits (dolphins that walk as men) |
| Duendes |
Iberian and Latin American house and forest spirits |
| Curupira |
Brazilian forest guardian with backward feet |
| Boitatá |
Brazilian fire serpent |
| Chaneques |
Mexican forest sprites |
#Ghosts GHO
The restless dead.
| Order |
Members |
| Shades |
Wandering dead |
| Revenants |
Corpses risen for vengeance |
| Wraiths |
Spectral doubles, death omens |
| Banshee |
Keening herald of death (Irish) |
| La Llorona |
The weeping woman (Latin America) |
| Duppy |
Caribbean spirit of the dead |
| Jumbie |
Caribbean malevolent ghost |
| Will-o'-the-wisp |
Lights that lead travelers astray |
#Ancestors ANC
Honored dead who guard a lineage. Usually allies, bargained with rather than captured.
Lares & Penates (Roman), Egungun (Yoruba), household ancestor tablets (Chinese), Mallqui (Inca ancestor mummies).
#Possessors POS
Entities that inhabit a living host. Fought through exorcism encounters.
| Member |
Origin |
| Dybbuk |
Jewish: a dislocated soul clinging to the living |
| Ibbur |
Jewish: a benevolent soul that joins a person for a time |
| Legion |
Christian: the many-in-one ("for we are many") |
| Possessing demon |
Any DEM that takes a host |
| Jinn possession (Mass) |
Islamic: a jinn afflicting a person, treated by ruqyah |
#Fae FAE
The Fair Folk.
Seelie Court, Unseelie Court, Sidhe, Pooka, Changeling, Redcap, Kelpie, Kobold, Brownie, Leprechaun.
#Yōkai & Oni YOK
Kitsune, Tengu, Kappa, Oni, Yūrei, Onryō, Tsukumogami (objects that gain a spirit at 100 years: crossover with Relics), Nue, Jorōgumo.
#Guǐ GUI
Chinese ghosts and spirits. Taoist exorcists are their natural hunters.
Jiangshi (hopping corpse), Huli jing (fox spirit), Nü gui (vengeful female ghost), Shui gui (water ghost), Yaoguai (demonic creature).
#Asura & Rakshasa ASU
Asuras (titans at war with the devas), Rakshasa (shapeshifting man-eaters), Vetala (corpse-inhabiting spirit), Pishacha (flesh-eating demon), Mara (the tempter, Buddhist).
#Preta PRT
Hungry ghosts with endless appetite (Hindu and Buddhist). Ranks by hunger: Fire-mouth, Needle-mouth, Stinking-mouth.
#Relics REL
Daemons bound into sacred or cursed objects. The object is the body, so capturing one gives you both the Daemon and the item.
| Member |
Bound in |
| Reliquary spirit |
A saint's reliquary |
| Tsukumogami |
A century-old tool, umbrella or lantern |
| Cursed blade |
A weapon that drank too much blood |
| Hand of Glory |
A dead hand candle |
| Bound jinn |
A lamp, ring or brass vessel |
| Huaca |
An Andean sacred stone or place |
#Idols IDL
Daemons dwelling in statues and graven images.
| Member |
Origin |
| Lamassu |
Assyrian winged bull guardian |
| Golden Calf |
Biblical idol |
| Baal |
Canaanite storm idol |
| Teraphim |
Biblical household idols |
| Gargoyle |
European cathedral guardian |
| Shabti / Ushabti |
Egyptian servant figures that work for the dead |
| Dogū |
Jōmon clay figures |
| Ekeko |
Andean figure of abundance |
#Constructs CON
Golem (Jewish: clay animated by a divine name), Bronze guardians (Talos), Clockwork automata (Colonial), Straw effigies.
#Familiars FAM
Not a separate species: any Daemon becomes a Familiar once bound. Familiars are what you use in Daemon Battle. Classic forms: black cat, raven, toad, hare, hound, owl, serpent.
#Cryptids CRY
Folk creatures of the colonial frontier.
Rougarou / Loup-garou (French colonial werewolf), Jersey Devil, Chupacabra, Lechuza (owl witch), Nahual (Mesoamerican shapeshifter), El Silbón (Venezuelan whistler ghost).
#Elder ELD
Endgame primordial powers. No faction claims them.
Tiamat (primordial sea), Apep (the serpent of chaos), Behemoth, Ziz, Leviathan (the beast, distinct from the Prince), Supay (Inca lord of the underworld).
#Capturing
- Encounter a Daemon: Wild ones roam, others need conditions to appear.
- Weaken it in first-person combat (turn-based with timers).
- Meet the requirements: knowledge item(s), location, time of day and any rite. Without the knowledge you can't do anything.
- Capture with the method its class needs (cast out, seal, bind, bargain, pray, name) into the right vessel (see items.md § Vessels).
- The Daemon becomes a Familiar.
#Daemon Battles
Player vs player, Pokémon style: familiars fight each other.
- Turn-based with timers: each turn has a countdown. What happens when the timer runs out is still to be defined.
- Team: familiars from your bound collection.
- Moves come from the Daemon's class, essence and rank. Rites and relics add moves.
- Outcome effects: a win can cause a possession in your enemy.
#Possession (player affliction)
- Caused by losing a Daemon Battle (or by certain Daemons).
- The possessed player gets an affliction (effects to be defined per Daemon class).
- Cure: they must go on a quest to get unpossessed. The rite matches their Dogma or Faith: exorcism (Christian), ruqyah (Islamic), dybbuk exorcism (Jewish), Taoist talisman rite, a curandero's limpia, and so on.
Source of truth: .encyclopedia/daemons.md
#Items & Artifacts
Categories and codes are in taxonomy.md.
#Knowledge KNW
Scrolls, manuscripts, codices, grimoires and tablets. Knowledge gates captures: without the right text, the Daemon can't be engaged.
| Item |
Origin |
Unlocks (examples) |
| Dead Sea Scrolls |
Qumran |
Scroll set: War Scroll (Sons of Light vs Sons of Darkness), Copper Scroll (hidden treasure map), Songs of the Sabbath Sacrifice (angelic liturgy), Community Rule |
| Book of Enoch |
Second Temple Judaism |
Watchers, Nephilim, the seven archangels |
| Testament of Solomon |
Greco-Jewish |
Binding demons with the Seal of Solomon |
| Key of Solomon (Clavicula Salomonis) |
Renaissance grimoire |
Pentacles, protective circles |
| Lesser Key of Solomon (Ars Goetia) |
17th c. grimoire |
The 72 Goetic demons and their seals |
| Shams al-Maʿārif |
Arabic, al-Būnī |
Jinn, letter magic, talismans |
| Picatrix (Ghāyat al-Ḥakīm) |
Arabic astral magic |
Planetary hours and talismans |
| Nag Hammadi Codices |
Gnostic |
Archons, aeons |
| Sefer Yetzirah |
Kabbalah |
Golem creation, divine letters |
| Zohar |
Kabbalah |
Sefirot, the Other Side (Sitra Achra) |
| Rituale Romanum (1614) |
Catholic |
Rite of exorcism |
| Malleus Maleficarum |
15th c. Europe |
Witch-hunting (Colonial era tie-ins) |
| Codex Gigas |
Bohemia, "the Devil's Bible" |
Demon portrait, curse lore |
| Voynich Manuscript |
Undeciphered |
Mystery questline (endgame cipher) |
| Emerald Tablet |
Hermetic |
"As above, so below": transmutation |
| Corpus Hermeticum |
Hermetic |
Celestial ascent |
| Egyptian Book of the Dead |
Egypt |
Judgment of the soul, Shabti commands |
| Bardo Thödol |
Tibetan |
Navigating the between-states, wrathful deities |
| Popol Vuh |
Maya (K'iche') |
Xibalba, the Lords of Death |
| Huarochirí Manuscript |
Andean |
Huacas, Apus |
| Taoist talisman manuals |
China |
Fu talismans for Jiangshi and Guǐ |
| Onmyōdō scrolls |
Japan |
Shikigami, Yōkai |
#Relics RLC
Sacred artifacts as objects (not Daemons). Legendary tier.
| Relic |
Origin |
Power theme |
| Ark of the Covenant |
Hebrew Bible |
Divine presence, smiting |
| Holy Lance (Spear of Destiny) |
Christian |
Command of armies |
| Holy Grail |
Christian / Arthurian |
Healing, eternal life |
| Seal of Solomon |
Jewish / Islamic |
Commands demons and jinn |
| Staff of Moses |
Hebrew Bible / Islamic |
Parting, serpents |
| True Cross fragment |
Christian |
Banishes the profane |
| Shroud |
Christian |
Resurrection lore |
| Mandylion |
Eastern Orthodox |
The image not made by hands |
| Philosopher's Stone |
Alchemy |
Transmutation, immortality |
| Chintamani |
Hindu / Buddhist |
Wish-fulfilling jewel |
| Tumi |
Inca / Moche |
Ceremonial blade |
| Muisca gold raft |
Colombia (El Dorado) |
The gilded king |
| Mirror of Tezcatlipoca |
Aztec |
Smoking obsidian mirror, scrying |
| Yata no Kagami |
Shinto |
Sacred mirror of truth |
| Tool |
Use |
| Holy water |
Burns profane Daemons, consecrates ground |
| Blessed salt |
Lines of protection, wards |
| Censer & incense |
Reveals hidden spirits |
| Prayer beads |
Rosary, misbaha, mala, chotki: timed chant actions |
| Crucifix / icon |
Holds Possessors at bay |
| Ofuda / Fu talisman |
Seals Yōkai and Guǐ |
| Chalk & pentacle |
Summoning and binding circles |
| Bell, book & candle |
The old excommunication rite |
| Hamsa / Nazar |
Turns the evil eye |
| Smudge bundle |
Cleanses a location |
| Rattle & drum |
Shamanic journey, spirit calling |
| Mirror |
Scrying, trapping reflections |
#Vessels VSL
Hold a captured Daemon. The vessel type has to match the class.
| Vessel |
Holds |
| Brass vessel (Solomon's) |
Jinn |
| Lamp / ring |
Jinn (lesser) |
| Reliquary |
Relic-bound spirits, Angels |
| Spirit jar / bottle |
Ghosts, Spirits (folk witch bottle) |
| Gourd |
Guǐ, Yōkai (Taoist gourd) |
| Idol shell |
Idol-class Daemons |
| Mirror |
Ghosts, Fae |
| Clay tablet |
Mesopotamian demons |
| Bone flute |
Ancestors (Andean) |
| Iron cage lantern |
Will-o'-the-wisps, Fae (iron binds them) |
#Weapons WPN (by region style)
| Middle East |
Europe |
South America |
Colonial |
| Scimitar (Shamshir) |
Longsword |
Macuahuitl (obsidian club) |
Flintlock pistol |
| Khanjar |
Arming sword |
Atlatl & darts |
Blunderbuss |
| Damascus sabre |
Mace & morningstar |
Tumi |
Rapier |
| Composite bow |
Crossbow |
Bolas |
Cutlass |
| Spear |
Halberd |
Obsidian dagger |
Bayonet musket |
| Flail |
Silver dagger |
Blowgun |
Silver-shot pistol |
#Vestments & Armor VST
Cassock, stole, chasuble, epitrachelion, monk's habit, jubba and turban, keffiyeh, tallit, ihram, kasaya (Buddhist robe), poncho and chullo (Andean), feather cloak (Aztec), conquistador cuirass and morion helm, colonial greatcoat and tricorn.
#Consumables CNS
Frankincense, myrrh oil, chrism, beeswax candles, consecrated bread, blessed oil, black salt, chalk, sage, copal resin (Mesoamerican), palo santo (Andean), coca leaves (Andean offering), rose water (Persian).
#Rituals RIT
Rites performed with knowledge, tools and conditions. Used for captures, cast-outs, possession cures and Faith progress.
| Rite |
Dogma / Faith |
Needs |
| Exorcism (Rituale Romanum) |
Catholic |
Rituale Romanum, holy water, crucifix, stole |
| Orthodox prayers of exorcism |
Orthodox |
Euchologion, icon, holy water, epitrachelion |
| Ruqyah |
Islam |
Recitation knowledge, water, olive oil |
| Dybbuk exorcism |
Judaism |
A minyan (ten men), shofar, Psalms |
| Fu talisman sealing |
Taoism |
Talisman manual, ofuda/fu, ink, peach-wood sword |
| Limpia (cleansing) |
Andean / Mesoamerican |
Egg, herbs, copal, palo santo |
| Goetic binding |
Secret Societies / Hermetic |
Ars Goetia, circle and triangle, the demon's seal |
| Navjote |
Zoroastrian (Parsi) |
Sudreh, kusti, priest |
#Gear GEAR
Equipped slots:
| Slot |
Holds |
| Main hand |
Weapon (by region style) |
| Off hand |
Second weapon, tool (crucifix, prayer beads, censer), or relic |
| Head |
Hood, turban, kippah, morion helm, tricorn |
| Body |
Vestment or armor |
| Hands |
Gloves, gauntlets |
| Feet |
Sandals, boots |
| Neck |
Amulet, hamsa, nazar, cross, medallion |
| Rings ×2 |
Signet, seal ring, prayer ring |
| Vessel belt |
Familiars carried into battle (vessels) |
Gear tiers rise with player level. The highest-level gear sits at the top of each region style.
#Inventory
Personal only. No player trading.
| Section |
Holds |
| Gear |
Unequipped weapons, vestments, accessories |
| Knowledge |
Scrolls, manuscripts, codices learned or carried |
| Relics & Idols |
Artifacts and bound objects |
| Vessels |
Familiars and captured Daemons |
| Tools |
Ritual tools |
| Materials |
Gathered and refined resources |
| Consumables |
Incense, oils, candles, food |
| Quest items |
Faith and quest objects |
#Dropping & picking up
Players can drop an item into the world, and any player can pick it up. Handled by world and character Udon scripts:
- The item appears as a pooled world object (VRC Pickup + Object Sync) at the dropping player's hand. It leaves their inventory.
- Another player grabs it, ownership transfers to them, the item is added to their inventory, and the object returns to the pool.
- Single action, no multi-step trade screen. Not authoritative: cheat detection comes later.
Source of truth: .encyclopedia/items.md
#Progression
The level system: crafting, foraging, fishing, food. Think New World (separate trade skills, each leveled by doing it) mixed with Valhalla (a skill tree of unlockable abilities).
#Player level LVL
- Earned from capturing Daemons, battles, quests, and Faith progress.
- Gates gear tiers, Daemon tiers you can capture, and quest chains.
- Skill points from leveling go into the ability tree (Valhalla-style).
#Life skills SKL (New World-style, each leveled by doing it)
#Gathering
| Skill |
Gathers |
Used for |
| Foraging |
Herbs, resins (frankincense, myrrh, copal), flowers, mushrooms |
Incense, oils, food, remedies |
| Fishing |
Fish by region and time; rare catches hold spirits |
Food, rare materials, water-spirit encounters |
| Mining |
Iron, silver, copper, gold, salt, obsidian, lapis |
Weapons, vessels, blessed salt |
| Logging |
Olive, cedar, oak, palo santo, yew |
Staves, bows, icons, reliquaries |
| Hunting / Skinning |
Hides, bone, feathers |
Leather, vellum, feather cloaks, bone flutes |
#Refining
| Skill |
Makes |
| Smelting |
Ingots (iron, silver, bronze, gold) |
| Tanning |
Leather, vellum, parchment |
| Weaving |
Cloth, linen, wool, silk |
| Stonecutting |
Carved stone, clay tablets |
#Crafting
| Skill |
Makes |
| Weaponsmithing |
Weapons by region style |
| Vestment-making |
Robes, armor, habits, cloaks |
| Scribing |
Copies of scrolls and manuscripts, talismans, ofuda, seals |
| Iconography & Carving |
Icons, idol shells, prayer beads, amulets |
| Vessel-making |
Brass vessels, gourds, reliquaries, spirit jars |
| Alchemy |
Holy water, chrism, oils, salts, ink |
| Cooking |
Food with buffs: feast-day meals, fasting rations, regional dishes |
#Ability tree ABL (Valhalla-style)
Spend skill points from player levels. Branches are to be defined. Candidates from the systems so far: Combat (first-person), Binding (capture and familiars), and Rites (exorcism, possession cures, Faith abilities).
#Faith standing STD
Progress inside your Faith: rank in its hierarchy, unlocked rites and teachers. Gained by following the rules of the Faith and completing its quests.
Source of truth: .encyclopedia/progression.md
#User Interface
The UI matches New World in style and structure, look and feel. Same layout and visual language, rebuilt with λbsΦlutιon's own art. New World's assets aren't reused.
#Visual language UI-STY
| Element |
Style |
| Panels |
Dark, semi-transparent backgrounds with thin brass/gold trim |
| Paper |
Parchment and ink for maps, quests, journals, knowledge items |
| Headings |
Engraved serif capitals |
| Body text |
Clean, readable serif / sans pairing |
| Icons |
Painted, framed squares |
| Rarity colors |
Common (grey) · Uncommon (green) · Rare (blue) · Epic (purple) · Legendary (orange) |
| Item power |
A single gear-score number on every gear item |
#HUD UI-HUD
| Element |
Position |
Shows |
| Compass |
Top center |
Heading, quest markers, points of interest, party members |
| Health, stamina, mana |
Bottom center, above the action bar |
Player resources |
| Action bar |
Bottom center |
Two weapon slots, three abilities for the active weapon, consumable quick slots |
| Quest tracker |
Right side |
Active quests and objectives |
| Group frames |
Left side |
Party members |
| Chat |
Bottom left |
Chat and system messages |
| Target frame |
Top center, under the compass |
The Daemon or NPC you're engaging |
| Notifications |
Center / right |
Loot, skill-ups, level-ups, quest updates |
#Screens
| Screen |
New World equivalent |
Layout |
Inventory & Gear UI-INV |
Inventory |
Character paper-doll in the center with gear slots around it (see items.md § Gear), inventory grid on the right, attributes and weight on the left |
Map UI-MAP |
Map |
Hand-drawn parchment map of the one world, Dogma zone borders, ports, fog of unexplored areas, markers |
Journal UI-JRN |
Journal |
Quests, lore, and collected knowledge (scrolls, manuscripts) |
Skills UI-SKL |
Trade skills |
Gathering, refining and crafting levels (see progression.md) |
Ability tree UI-ABL |
Weapon mastery |
Skill-point tree |
Crafting UI-CRF |
Crafting station |
Recipe list on the left, selected recipe and materials in the center, craft button and quantity |
Faith UI-FTH |
Faction / company |
Your Dogma, Society, Faith and Secret Society standing, rites, wars |
Familiars UI-FAM |
— (λbsΦlutιon only) |
Bound Daemons, vessels, Daemon Battle team |
Daemon Battle UI-DBT |
— (λbsΦlutιon only) |
Turn-based battle screen with the turn timer, styled in the same visual language |
#VRChat notes
- In VR, the HUD is a world-space canvas that follows the player's view. On desktop it can sit like a normal screen HUD.
- Screens open as floating panels in front of the player in VR and full-screen on desktop.
Source of truth: .encyclopedia/ui.md
#Taxonomy
The tree everything in the game hangs from.
World
├── Daemons (entities you capture, cast out, or command as familiars)
│ ├── Class → Order → Rank → Species → Individual
│ └── Encounter state: Wild · Possessing · Bound · Familiar
├── Items
│ ├── Knowledge (scrolls, manuscripts, codices, grimoires, tablets)
│ ├── Relics (sacred artifacts: objects, not entities)
│ ├── Ritual Tools
│ ├── Vessels (hold a captured Daemon)
│ ├── Weapons
│ ├── Vestments & Armor
│ ├── Consumables
│ ├── Rituals
│ └── Gear slots
├── Dogma (birth tradition and limitation)
│ ├── Dogma → Society → Faith → Order / Lodge / Congregation
│ └── Secret Society (secondary layer on top of Faith; benefits stack)
├── Progression
│ └── Player level · Life skills · Ability tree · Faith standing
├── People (NPCs: priests, imams, rabbis, monks, shamans, masters, scholars, merchants)
├── Locations (one world)
│ └── Dogma zone → Site → Point of interest
├── Travel: walking · ship · spells
└── Conditions (what gates captures and quests)
├── Knowledge held
├── Location
├── Time (hour, day, moon phase, feast day, season)
├── Rite performed
└── Faith standing
#Daemon classes
| Code |
Class |
Nature |
ANG |
Angels |
Heavenly hosts |
FAL |
Fallen |
Fallen angels, Nephilim |
DEM |
Demons |
Infernal hierarchy |
JIN |
Jinn |
Beings of smokeless fire |
SPR |
Spirits |
Nature, elemental and place spirits |
GHO |
Ghosts |
Restless dead, shades, revenants |
ANC |
Ancestors |
Honored dead, guardians of a lineage |
POS |
Possessors |
Entities that inhabit a host (dybbuk, possessing demons) |
FAE |
Fae |
The Fair Folk and their courts |
YOK |
Yōkai & Oni |
Japanese spirits and ogres |
GUI |
Guǐ |
Chinese ghosts and fox spirits |
ASU |
Asura & Rakshasa |
Dharmic demons and titans |
PRT |
Preta |
Hungry ghosts |
REL |
Relics |
Daemons bound into sacred objects |
IDL |
Idols |
Daemons dwelling in statues and graven images |
CON |
Constructs |
Golems, animated guardians |
FAM |
Familiars |
Bonded companions (any class once bound) |
CRY |
Cryptids |
Folk creatures of the colonial frontier |
ELD |
Elder |
Primordial and nameless powers (endgame) |
#Daemon attributes
| Attribute |
Values |
| Disposition |
Holy · Neutral · Profane |
| Essence |
Fire · Water · Earth · Air · Light · Shadow · Blood · Bone · Smoke · Spirit |
| Region style |
Middle East · Europe · South America · Colonial |
| Tier |
1 (wisp) → 10 (prince / archangel) |
| Rank |
Class-specific (see daemons.md) |
| Binding |
Free · Possessing a host · Bound to an object · Bound to a place |
| Capture method |
Cast out · Seal · Bind · Bargain · Pray · Name (true name required) |
#Item categories
| Code |
Category |
Examples |
KNW |
Knowledge |
Dead Sea Scrolls, Testament of Solomon, Picatrix |
RLC |
Relics |
Holy Lance, Seal of Solomon, Tumi |
TOL |
Ritual tools |
Censer, holy water, salt, prayer beads, ofuda |
VSL |
Vessels |
Brass jinn vessel, reliquary, spirit jar, gourd |
WPN |
Weapons |
By region style |
VST |
Vestments & armor |
Cassock, stole, turban, chasuble, poncho |
CNS |
Consumables |
Incense, myrrh oil, candles, chalk, blessed bread |
#Region styles
| Style |
Look & feel |
| Middle East |
Brass, lapis, calligraphy, damascus steel, geometric tile, desert and city |
| Europe |
Gothic stone, iron, stained glass, vellum, monasteries and cathedrals |
| South America |
Gold, obsidian, jade, feathers, woven textiles, jungle and Andes |
| Colonial |
Iron, gunpowder, leather, mission churches, frontier towns, ships |
Source of truth: .encyclopedia/taxonomy.md
ID index
Every heading that carries an ID code, across all pages.