Game systems

How ANDY works

Each system below is backed by real registered content. Where a system is only partly exposed, or has no player-facing registry at all, that is stated rather than simulated.

Classes & Builds

Implemented

Twenty-five Human classes, each with its own identity, slot economy and class mechanic. Builds combine abilities, artifacts, an affinity, a curse, an ultimate and consumables inside documented slot limits.

25 classes 144 abilities 87 artifacts 32 affinities

Status Effects

Implemented

Statuses are the shared vocabulary of combat modifiers. Every status below is a registered content entry with its own description.

93 statuses

Curses

Implemented

Curses are the damage-over-time and debuff layer. Affinities own a specific curse, which is what makes an affinity bond an identity choice rather than a stat choice.

33 curses 32 affinities

Ultimates

Implemented

A build carries at most one Ultimate. The registry below lists every Ultimate for both races with the costs the content declares.

29 ultimates

Runes

Implemented

Runes are registered as artifacts and occupy artifact slots. The Rune Master class is the only class that expands artifact capacity.

16 runes

Consumables

Partial

Consumables are battle items with declared per-battle use limits. Reservation and application planning for consumables is in progress.

26 consumables

Request, reservation and application planning exist as durable accounting; in-battle execution and effect application are not part of the published surface.

Divine Law Bosses

Implemented

The Seven Deadly Sins are superbosses whose Divine Laws are implemented through the same hook and event system as everything else.

Progression & Rewards

Not published

Progression, economy and reward systems are specified in the engineering documentation. The portal does not surface them as live systems because no player-facing registry backs them.

Documented in the engineering references; no authoritative player-facing registry is exposed, so nothing is simulated here.

Browse the registries

Every entry below is read from the content registry. Counts are what the game actually loads.

Showing the first entries of each registry. Use search to narrow down — the full set is queryable.

Adaptation

Divine

ability.adaptation

Passive (HOK-001, Milestone 13 completed): at battle start, the owner boosts the weaker pool by 60% (max HP when the opponent's power exceeds the owne…

Ability

Aegis Protocol

Divine

ability.aegis_protocol

Active (HOK-001): heal for up to 35% of missing max HP (more when lower); below 15% HP, power surges by the healed fraction and the cast is free. DEV:…

Ability

Aerosmith

Divine

ability.aerosmith

Passive (HOK-001): when an opponent dodges below 50% HP, strike them with an undodgeable almighty hit for 60% of their current HP.

Ability

Avarice

Human

ability.human.avarice

Increase your opponent's ability energy costs by 7 for 10 turns.

Ability

Bad Juju

Divine

ability.bad_juju

Passive (HOK-001): every curse the owner inflicts reduces that curse's activation threshold on the target by 10 (max 50 per curse).

Ability

Blackjack

Divine

ability.blackjack

Passive (HOK-001): at the start of the owner's turn, if they hold 5+ active abilities, one random other active ability costs 3 less energy this turn.

Ability

Bleed

Human

ability.human.bleed

Your critical hits make the opponent bleed: 3% max health per turn for 2 turns, +30 Hemorrhage buildup on activation and +10 per tick.

Ability

Blood Artist

Human

ability.human.blood_artist

When your opponent is cursed with Hemorrhage, they take 12% of their current health as damage (almighty, undodgeable).

Ability

Blood C

Divine

ability.blood_c

Passive (HOK-001): every 8 owner turns the opponent is Suppressed for 1 turn; every opponent Rest applies 30 Seal buildup and counts an idle streak (2…

Ability

Breath Cutter

Human

ability.human.breath_cutter

When your opponent dodges while below 30% health, their health is reduced by 60%. (Source name: Aerosmith.)

Ability

Calamity

Divine

ability.calamity

Passive (HOK-001): taking a hit of 20%+ max HP converts the opponent's energy spent since the last exchange into curse buildup (30 + 5x spent). At the…

Ability

Cero

Divine

ability.cero

Active (HOK-001): a random color Cero. Red: 3x almighty. Blue: 1x + power drain. Green: 1.5x + crit/efficiency drain. Yellow: 1.3x + crit/dodge drain.…

Ability

Abyssal Rune

Human

artifact.rune_abyssal

Empowers the Abyssal -> Finality pathway: the owner's Finality buildup is amplified (Bonded x1.30 / Unbonded x1.15).

Artifact Rune

Ace

Human

artifact.human.ace

When at low health (20% or below), activate to make your next ability free.

Artifact

Adrenaline Serum

Human

artifact.human.adrenaline_serum

One-time: when you reach 20% of your max health, gain 8 energy and a +30% dodge chance and dodge efficiency boost.

Artifact

Aegis of Light

Human

artifact.human.aegis_of_light

Nullifies attacks that deal 3% of your max health or less. Initial activation chance 100%; each successful nullification reduces the chance by 20%; a …

Artifact

Aeonic Flux

Divine

artifact.aeonic_flux

Active, repeatable (HOK-001, Milestone 14 completed): flips the HP and Power pools (Power x10 becomes the HP pool, HP /10 becomes the Power pool) with…

Artifact

Antithetical Blade

Human

artifact.human.antithetical_blade

When an opponent uses an active ability on you, you receive half of the energy spent on that ability (rounded down).

Artifact

Arcane Rune

Human

artifact.rune_arcane

Empowers the Arcane -> Seal pathway: the owner's Seal buildup is amplified (Bonded x1.30 / Unbonded x1.15).

Artifact Rune

Ashen Dominion

Divine

artifact.ashen_dominion

Passive (HOK-001): battle start -- 88% HP, power x1.55, +15% crit multiplier. Critical hits grow the crit multiplier and bank wraiths; defeating oppon…

Artifact

Black Mask

Human

artifact.human.black_mask

Gain 2 turns of guaranteed critical hits.

Artifact

Blightfang Covenant

Divine

artifact.blightfang_covenant

Passive (HOK-001): battle start -- start at 80% HP, power x1.3, +0.5 crit multiplier. Every 2nd manual attack is boosted x1.3 (the others drain the at…

Artifact

Boreal Rune

Human

artifact.rune_boreal

Empowers the Boreal -> Permafroze pathway: Permafroze buildup amplified (Bonded x1.30 / Unbonded x1.15). Bonded additionally buries +1 Permafroze char…

Artifact Rune

Brass Knuckles

Human

artifact.human.brass_knuckles

Active: 100% of damage from critical hits taken is stored as grit (other sources don't count; capped at 2x your max health). On use, expend all grit a…

Artifact

Abyssal

Divine

affinity.abyssal

Abyssal affinity. Owns the curse.finality curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.

Affinity

Abyssal

Human

affinity.human.abyssal

Abyssal Human affinity. Owns the curse.human.doom curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).

Affinity

Arcane

Divine

affinity.arcane

Arcane affinity. Owns the curse.seal curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.

Affinity

Arcane

Human

affinity.human.arcane

Arcane Human affinity. Owns the curse.human.hex curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).

Affinity

Boreal

Divine

affinity.boreal

Boreal affinity. Owns the curse.permafroze curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented…

Affinity

Boreal

Human

affinity.human.boreal

Boreal Human affinity. Owns the curse.human.freeze curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).

Affinity

Celestial

Divine

affinity.celestial

Celestial affinity. Owns the curse.plague curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.

Affinity

Celestial

Human

affinity.human.celestial

Celestial Human affinity. Owns the curse.human.blight curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M3…

Affinity

Ember

Divine

affinity.ember

Ember affinity. Owns the curse.purgatory curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.

Affinity

Ember

Human

affinity.human.ember

Ember Human affinity. Owns the curse.human.scorch curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).

Affinity

Entropic

Divine

affinity.entropic

Entropic affinity. Owns the curse.echo curse. Bonding is an identity choice (gates Ultimate access); no additional affinity effects are documented.

Affinity

Entropic

Human

affinity.human.entropic

Entropic Human affinity. Owns the curse.human.cascade curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M3…

Affinity

Ability Cache

Divine

consumable.ability_cache

Maxes out the level of all your abilities for this battle.

Consumable

Adrenaline Vial

Divine

consumable.adrenaline_vial

Instantly gain 4 energy.

Consumable

Ambrosia

Human

consumable.human.ambrosia

Full heal.

Consumable

Bleed Cure

Human

consumable.human.bleed_cure

Cure bleed (remove the Bleed status).

Consumable

Cleansing Draft

Divine

consumable.cleansing_draft

Removes all action-locking effects from yourself or an ally.

Consumable

Curse Vial

Divine

consumable.curse_vial

Inflicts 3 random curses at maximum buildup on your target.

Consumable

Divine Water

Human

consumable.human.divine_water

Cure curses: all curse buildup is reduced to zero and active curse statuses are removed.

Consumable

Echo Charm

Divine

consumable.echo_charm

Builds 50% of max stacks of the last curse you applied, on a new target.

Consumable

Focus Crystal

Human

consumable.human.focus_crystal

For 8 turns, you inflict 50% extra curse buildup.

Consumable

Focus Shard

Divine

consumable.focus_shard

For 8 turns, you inflict 50% extra curse buildup.

Consumable

Fuel Cell

Human

consumable.human.fuel_cell

Gain 4 energy (self or an ally).

Consumable

Ghost Draft

Divine

consumable.ghost_draft

Nullify all damage to yourself or an ally for the next turn.

Consumable

Anemia

Divine

curse.anemia

Instantly deals 20% of the target's current HP as damage and drains 20% of its power to the inflictor.

Curse

Blight

Human

curse.human.blight

Spawns a Cursed Thrall for the inflictor (max 5): each thrall reduces 5% of the target's max power; thrall attacks deal 5% of the inflictor's max HP (…

Curse

Break

Human

curse.human.break

50% of the target's abilities are randomly selected and reduced by 1 level (min 1). [Effect BLOCKED: the engine has no ability-levels system (D-552) -…

Curse

Cascade

Human

curse.human.cascade

Charge-based: the next curse that activates on the target (besides Cascade) is re-triggered, consuming all charges. [Calamity-form amplification is no…

Curse

Cataclysm

Divine

curse.cataclysm

Destroys one of the target's artifacts (RNG choice; fizzles without artifacts).

Curse

Crush

Human

curse.human.crush

Destroys a random artifact from the target's spirit (permanently for the rest of the battle); no effect if the target has no artifacts.

Curse

Decay

Divine

curse.decay

Target-scoped weakening: while Decayed (4 of the target's turns), 60% of the healing the target receives is converted into damage (canonical rule D-50…

Curse

Doom

Human

curse.human.doom

After 3 turns the target takes 20% of max health as almighty damage (cannot crit, cannot dodge). Re-activation hastens the countdown by 1 turn and add…

Curse

Drown

Human

curse.human.drown

The target begins drowning at Depth 3 (resting -2 Depth, any other action +1; Depth 0 cleanses). Lasts 5 turns; at expiry the target takes 4% max HP d…

Curse

Echo

Divine

curse.echo

Use-based curse spread: the next time the target's curse activates, the same curse re-triggers on all enemies once per charge, then Echo is consumed. …

Curse

Exhaust

Human

curse.human.exhaust

Drains 20 harmony from the target on activation and reduces energy gained from all sources by 2 for 4 turns (floor 0). Re-activation adds another 4 tu…

Curse

Finality

Divine

curse.finality

Global: the target loses 20% of max HP at the end of 3 turns.

Curse

Absolution

Human

ultimate.human.absolution

Has a chance to instantly deal 100% of each enemy's max health as damage (almighty, undodgeable, no crit). If it fails on all enemies, the chance is i…

Ultimate

Abyssal

Divine

ultimate.abyssal

Abyssal Decree: every enemy receives Finality with a 1-turn fuse (20% of max HP resolves at the next tick); the primary target also takes 15% of its m…

Ultimate

Accretion

Human

ultimate.human.accretion

For 12 turns, whenever any of your or your opponent's stats increase, all of your stats increase (1.05x); opponent stat buffs are stolen in the exact …

Ultimate

Arcane

Divine

ultimate.arcane

Arcane Binding: all action rows of the target are restricted for 2 of the target's turns (Ultimate exempt) and the target takes 1.5x power arcane dama…

Ultimate

Bloom

Human

ultimate.human.bloom

Multiply your health and power by 1.8x and force-harvest all active Sow seeds from opponents, immediately transferring the drained stats to you.

Ultimate

Boreal

Divine

ultimate.boreal

Absolute Zero: freeze the target solid — every action row is restricted for 2 of the target's turns (Ultimate exempt) and the target takes double dama…

Ultimate

Bulwark

Human

ultimate.human.bulwark

Gain 65% damage resistance and 5x curse resistance for 11 turns.

Ultimate

Celerity

Human

ultimate.human.celerity

Your dodge chance and dodge efficiency are set to their maximum for 10 turns and cannot be reduced while Celerity is active.

Ultimate

Celestial

Divine

ultimate.celestial

Celestial Chorus: all allies (including the user and ally summons) heal for 25% of max HP and have one hostile status removed (the longest-remaining o…

Ultimate

Ember

Divine

ultimate.ember

Cremation: deal 2.5x power to the target. If the target is Burning (Purgatory), consume the burn: 0.75x power per remaining burn turn, dealt instantly…

Ultimate

Entropic

Divine

ultimate.entropic

Entropic Cascade: every enemy receives 40% of the activation threshold of a random curse (seeded, independent per enemy); the user's next curse activa…

Ultimate

Glaciate

Human

ultimate.human.glaciate

Encase all enemies in permafrost: they take 2.1x damage from all attacks for 6 turns.

Ultimate

Absolute Zero

Unspecified

status.ultimate_absolute_zero

While frozen (2 of the target's turns), the holder takes double damage from every hit (approved Boreal ultimate, V1).

Status

Accretion

Unspecified

status.ultimate_human_accretion

For 12 turns, whenever any combatant's stats increase, the caster's stats increase by 1.05x that amount; opponent stat buffs are stolen in the exact a…

Status

Adaptation

Unspecified

status.adaptation

Legacy status ported via HOK-001 (Adaptation); behavior is content-hook driven.

Status

Almighty Invincible

Unspecified

status.almighty_invincible

Legacy status ported via HOK-001 (Almighty Invincible); behavior is content-hook driven.

Status

Antibody

Unspecified

status.antibody_mark

Carrier on a Plague Antibody summon: its target and remaining attacks (the legacy status_flags on the antibody combatant). The inflictor's turn-start …

Status

Avarice

Unspecified

status.human_avarice

The holder's ability energy costs are increased by 7 for 10 turns.

Status

Bleed

Unspecified

status.human_bleed

The holder takes 3% of max health as damage each turn (2 turns) and gains 10 Hemorrhage buildup per tick.

Status

Bleeding

Unspecified

status.bleeding

Legacy status ported via HOK-001 (Bleeding); behavior is content-hook driven.

Status

Blight Mark

Unspecified

status.curse_blight_mark

A Cursed Thrall's mark: its target and remaining attacks. After 1-3 attacks the thrall explodes.

Status

Blood Moon

Unspecified

status.ultimate_blood_moon

One use: heals the holder for 75% of the damage dealt by the Blood Moon hit; if the target dies from that hit, the heal doubles (approved Sanguine ult…

Status

Cascade

Unspecified

status.curse_cascade

Charge-based: the next curse that activates on the holder (besides Cascade) is re-triggered, consuming all charges. Calamity-form amplification is not…

Status

Celerity

Unspecified

status.ultimate_human_celerity

The holder's dodge chance and dodge efficiency are set to their maximum for 10 turns and cannot be reduced while active.

Status

Engineering references

The game ships detailed engineering documentation. These are listed for reference only — they are developer documents, not the player-facing experience.

  • 01_Developer_Constitution.md
    01 Developer Constitution
  • 02_Combat_Design_Bible.md
    02 Combat Design Bible
  • 03_Engine_Architecture.md
    03 Engine Architecture
  • 04_Engine_API_Contract.md
    04 Engine API Contract
  • 05_Registry_System.md
    05 Registry System
  • 06_Hook_Trigger_Framework.md
    06 Hook Trigger Framework
  • 07_Status_Effect_Framework.md
    07 Status Effect Framework
  • 08_Formula_Documentation.md
    08 Formula Documentation
  • 09_Balance_Philosophy.md
    09 Balance Philosophy
  • 10_Combat_Intelligence_Adaptive_AI_Specification.md
    10 Combat Intelligence Adaptive AI Specification
  • 11_Theory_Engine_Strategic_Intelligence_Specification.md
    11 Theory Engine Strategic Intelligence Specification
  • 12_AI_Design_Philosophy.md
    12 AI Design Philosophy
  • 13_Database_Schema.md
    13 Database Schema
  • 14_Testing_Framework.md
    14 Testing Framework
  • 15_Security_Anti_Exploit_Framework.md
    15 Security Anti Exploit Framework
  • 16_Command_Architecture_Discord_Interface_Specification.md
    16 Command Architecture Discord Interface Specification
  • 17_Content_Creation_Registration_Pipeline.md
    17 Content Creation Registration Pipeline
  • 18_Event_System_Combat_Flow_Architecture.md
    18 Event System Combat Flow Architecture
  • 19_AI_Training_Data_Learning_Pipeline.md
    19 AI Training Data Learning Pipeline
  • 20_Player_Progression_Economy_System_Specification.md
    20 Player Progression Economy System Specification
  • 21_Combat_Analytics_Statistics_Framework.md
    21 Combat Analytics Statistics Framework
  • 22_Matchmaking_Battle_Environment_Framework.md
    22 Matchmaking Battle Environment Framework
  • 23_AI_Decision_Engine_Architecture.md
    23 AI Decision Engine Architecture
  • 24_AI_Counterplay_Strategy_Discovery_Framework.md
    24 AI Counterplay Strategy Discovery Framework
  • 25_Global_AI_Knowledge_Network_Architecture.md
    25 Global AI Knowledge Network Architecture
  • 26_AI_Training_Simulation_Self_Play_Framework.md
    26 AI Training Simulation Self Play Framework
  • 27_AI_Reinforcement_Learning_Adaptive_Improvement_Framework.md
    27 AI Reinforcement Learning Adaptive Improvement Framework
  • 28_AI_Opponent_Personality_Behavior_Modeling_Framework.md
    28 AI Opponent Personality Behavior Modeling Framework
  • 29_AI_Coaching_Player_Improvement_System.md
    29 AI Coaching Player Improvement System
  • 30_AI_Live_Battle_Assistance_Real_Time_Analysis_Framework.md
    30 AI Live Battle Assistance Real Time Analysis Framework
  • 31_AI_Memory_Management_Knowledge_Retention_System.md
    31 AI Memory Management Knowledge Retention System
  • 32_AI_Explainability_Decision_Transparency_Framework.md
    32 AI Explainability Decision Transparency Framework
  • 33_AI_Balance_Analysis_Automated_Testing_Framework.md
    33 AI Balance Analysis Automated Testing Framework
  • 34_AI_Content_Generation_Ability_Design_Assistant_Framework.md
    34 AI Content Generation Ability Design Assistant Framework
  • 35_AI_Tournament_Analysis_Competitive_Intelligence_Framework.md
    35 AI Tournament Analysis Competitive Intelligence Framework
  • 36_AI_Anti_Cheat_Exploit_Detection_Competitive_Integrity_Intelligence_Framework.md
    36 AI Anti Cheat Exploit Detection Competitive Integrity Intelligence Framework
  • 37_AI_World_Simulation_Ecosystem_Evolution_Framework.md
    37 AI World Simulation Ecosystem Evolution Framework
  • 38_AI_Autonomous_Research_Discovery_Framework.md
    38 AI Autonomous Research Discovery Framework
  • 39_AI_Multi_Agent_Collaboration_Specialized_Intelligence_Framework.md
    39 AI Multi Agent Collaboration Specialized Intelligence Framework
  • 40_AI_Personality_Behavior_Communication_Framework.md
    40 AI Personality Behavior Communication Framework
  • 41_AI_Long_Term_Evolution_Self_Improvement_Framework.md
    41 AI Long Term Evolution Self Improvement Framework
  • 42_AI_Dataset_Management_Training_Governance_Framework.md
    42 AI Dataset Management Training Governance Framework
  • 43_AI_Performance_Optimization_Computing_Resource_Framework.md
    43 AI Performance Optimization Computing Resource Framework
  • 44_AI_Failure_Handling_Recovery_Framework.md
    44 AI Failure Handling Recovery Framework
  • 45_AI_Developer_Administration_Control_Framework.md
    45 AI Developer Administration Control Framework
  • 46_AI_User_Interaction_Personal_Assistant_Framework.md
    46 AI User Interaction Personal Assistant Framework
  • 47_AI_Competitive_Ranking_Skill_Evaluation_Framework.md
    47 AI Competitive Ranking Skill Evaluation Framework
  • 48_AI_Future_Expansion_Experimental_Systems_Framework.md
    48 AI Future Expansion Experimental Systems Framework
  • 49_Complete_AI_Architecture_Integration_Document.md
    49 Complete AI Architecture Integration Document
  • 50_AI_Development_Roadmap_Implementation_Priority.md
    50 AI Development Roadmap Implementation Priority