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VoC Reference Guide

Veil Of Chaos Index

-Skip Density, Go To Political Theater!-

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Again! This is a non-narrative reference chapter. You can skip this and come back later if you’re here for the story first.

If you spot anything that you think is sus, then don’t hesitate to comment or ask for clarification. I made it a lot simpler than the behind the veil document to make it more digestible.

📚 What’s Inside:

- 🧭 Timeline of Major Eras (Sundering to Present)

- 🪙 Global Economy & Currency Breakdown

- 🏘️ Lifestyle Costs

- 🍷 Item Pricing (Potions, Food, Lodging)

- 🧙 Mana Springs & Public Magic Access

👉 Jump straight to Chapter 1 to meet Damon and begin the story.

1. Timeline

The First Cycle – Reconstruction After the Sundering

Year (R.S.) — Event

The Rise and Fall of the Reincarnate Golden Age

Year (R.S.) — Event

The Age of Crisis – End of the Reincarnate World Order

Year (R.S.) — Event

The Current Era

Year (R.S.) — Event

800 R.S. – Damon’s Awakening

2. Skills, Feats & Class Mechanics

Feat Trees & Spell Types

Method

Description

1. Action-based Use

Skill Feats earned by profession (e.g., [Riding], [Forging]). Takes months/years.

2. Divine Patronage

Gods grant Feats via quests. Power varies by god’s tier (Demigod → God → Greater Deity).

3. Feat Books

Created by C-tier+ Scribes. Sacrifice a Tier of one’s own or another’s Feat to create a [Volume of Feat] that can be instantly gained at the F-tier Normal Grade level.

4. 5-Level Bonuses

Every 5 levels, pick 1 of 3 Feats offered based on Class/Subclass.

5. Reincarnate Perk

Reincarnates get unique Feats and expanded access paths, but often get into traps, thinking they can game the system. There are many drawbacks to typical ‘game-breaking’ mechanics. Feat Trees unlock combinations. It is better to get racial and legacy/path trees than ordinary ‘end-game’ feats due to the expansion over time. What good is a level 90 spell if it costs 25k mana and you’ve only got 50?

How Feats Are Obtained

Feat Points

Locked Skills

Feat vs Skill Books

Type --- Sacrifice --- Effect

Volume of Feat Tree --- All Tiers --- Creates transferable Feat (Fire Magic). Requires B-Tier+

Volume of Feat --- -2 Tiers --- Creates transferable Feat (Fire Magic)

Volume of Skill --- -1 Tier --- Creates transferable Skill (Fireball)

3. Classes, Races, & Reincarnate Mechanics

Class

Racial Tiers

The world recognizes distinct racial hierarchies:

- Normal Races (F-tier): Humans, Wood Elves, Dwarves, Halflings, etc.

- Advanced Races (E-tier): [Revealed as encountered]

- Greater Races (D-tier): [Revealed as encountered]  

- Heroic Races (B-tier): Dark Elves, Snow Elves, [Others Unknown]

- Legendary Races (A-tier): Sun Elves, [Others Unknown]

- Mythical Races (S-tier): [Unknown - Lottery Only]

Note: Races each have racial Feats they’re born with. Higher-tier races face greater social expectations, more base Feats, and have base Vulnerabilities alongside their advantages, such as [Sun Elf Pride], or for dark elves, [Sunlight Vulnerability].

4. Reincarnate Perks

Feature --- Benefit

Early Specialization --- Start with Class and Subclass (e.g., Fire Wizard) at Lv. 1

+5 Skill Points --- Extra stats at Level 1

3 S-tier Feats --- Free feat points to distribute (288 total)

Personal Quest --- Optional divine goal with rare reward

Race Selection --- Select from F (Cost 3 Feat Points) to S-tier (96 Feat Points) or Randomized (Free).

5. Leveling & Experience

Leveling System Overview

Think of spirit and EXP like a balloon; EXP is just spiritual strength and refinement of the soul (body/spirit/intelligence combined): overfill = burst. Underfill = useless.

Range --- EXP Rules

Lv. 1–29 --- 100% EXP if enemy is within ±5 levels

Lv. 30–55 --- Gradual EXP loss outside ±5 levels

Lv. 55–70 --- 5% max EXP gain outside ±5 levels

Lv. 70+ --- System debuffs slow leveling further

Leveling Up:

+3 Stat Points

+3 Feat Points

Level 5 Unlock Class (normal citizens/reincarnates get it instantly)

Level 10 Unlock Subclass (normal citizens/reincarnates get it instantly)

Class and Subclass Tier Upgrades at certain breakpoints

Party Leveling

Level Differential EXP Loss

Difference --- EXP Gained (Lv. 1–29)

Levels ±0–5 --- 100% --- Meaning within 5 levels, you get 100% EXP.

Level ±6 --- 81%

Level ±7 --- 62%

Level ±8 --- 43%

Level ±9 --- 24%

Level ±10+ --- 5%

6. Resurrection Penalties

Spell Tier --- EXP Loss --- Stat Loss --- Memory Loss --- Body Integrity

S-Yellow --- All --- -5 All --- Last Month --- No Healing

S-Purple --- All --- None --- Last 2 Weeks --- Minor healing

S-Red --- 50% --- None --- 1 hr --- Major Healing

S-Pearlescent --- 10% --- None --- Last Minute --- Perfect

Divine --- None --- None --- None --- Full Restoration

7. Dungeons & Raids

Dungeon Origins

Dungeon Growth & Floors

Tier --- Floors --- Level Bracket

F --- 10 Floors --- Lv. 1–10

E --- 20 Floors --- Lv. 10–15

D --- 30 Floors --- Lv. 15–20

C --- 40 Floors --- Lv. 20–25

B --- 50 Floors --- Lv. 25–30

A --- 75 Floors --- Lv. 30–35

S --- 100 Floors --- Lv. 35–40

Shadow Pits multiply floors (F-tier = 100 floors, not 10)

Red glowing gates are naturally a Tier higher with unique additions (higher density mobs, stronger singular bosses, or multiple champion-tier or named mobs).

Raid Floors

Dungeon Rot

Chaos Trees

Dungeon Breaks

The Infinite Dungeon

8. Economic

The Legacy of Imperium

Imperium was a global trading empire established by a legendary reincarnate seven centuries ago, achieving total economic dominance over 180 years of perfecting his system—he was a sun elf, so that explains the long life (you have no idea! But you’ll find out with Aria. :) Trust).

This reincarnate, known for his ingenuity and ambition, introduced a universal currency system to replace fragmented regional currencies. Over just about two centuries, as we established, he built trust for conversion or (through dirty and hostile tactics) obtained all of a nation’s currency to the point of forcing them to convert, since he had all their currency, resulting in the first global bank, accepted across all nations.

He established a system and invented enchanting, detection, and replicating devices with clear instructions on economics. However, these ‘printing presses’ only went up to silver.

There are over a hundred devices that print iron and steel, tightly controlled by the bank, politically neutral, and outside of governmental controls; their fragile balance is only maintained by their reputation and the mysterious Twelve Zodiac. There are also only three machines for silver (one is currently in the Hell-controlled city in the north).

He personally created all gold and platinum with mysterious enchantments that are hidden to this day. If other reincarnates discovered the truth, they haven’t voiced it.

The key to Imperium’s success was its unique magical enhancement. Each coin is enchanted with the C-tier Impervious spell, and Silver with A-tier, granting iron to steel the following traits:

Imperium Currency Tiers

Name --- Comparison

Iron (ip) --- Lowest currency.

Steel (sp) --- 100 Iron.

Copper (cp) --- 100 Steel / 10,000 Iron.

Silver (sp) --- 100 Copper / 1,000,000 Iron.

Gold (gp) --- 100 Silver / 1,000,000 Steel / 100,000,000 Iron.

Platinum (pp) --- 100 Gold / 1,000,000 Copper / 10,000,000,000 Iron.

Metal of the Gods

Beyond the standard currency. Not just rare, practically impossible to find. There is no ‘mithril’ chain armor because that, in itself, would be game-breaking. If there is currently one of this type, it is only in myth because no one has confirmed it. These are demigod materials, potentially used between demigods and deities for transactions if the creator managed to create them. Some theorize the reincarnate’s deity crafted them, others think it is just a tall tale told to children by bankers. Whatever the truth underneath legend, the stories persist.

Metal Name --- Value Comparison (as told by bankers)

Mithril (mp) --- 100 Platinum / 1,000,000 Silver / 10,000,000,000 Steel.

Orichalcum (op) --- 100 Mithril / 1,000,000 Gold / 100,000,000,000 Silver.

Adamantite (ap) --- 100 Orichalcum / 1,000,000 Platinum / 10,000,000,000 Copper.

Rune (rp) --- 100 Adamantite / 1,000,000 Mithril / 1,000,000,000,000 Iron.

Economic Scale and Market Trade

A large, modest city of approximately 100,000 inhabitants experiences a daily wealth transfer of 150 silver pieces (150 million iron pieces).

Trade Value Over Time

Period --- Imperium Currency Equivalent

Daily Market Value

40 Silver (400,000 Steel / 40,000,000 Iron).

Monthly Trade

12 Gold.

Annual Trade

1.44 Platinum.

This market flow showcases the immense scale of city economies and highlights the enduring influence of Imperium’s currency system across the world.

9. Lifestyle & Pricing

In the world of Prime, a person's lifestyle determines their quality of life, social standing, and access to resources. The cost of maintaining a particular lifestyle varies greatly—from mere survival in the streets to the opulent luxuries of royalty.

Lifestyle Tiers

Lifestyle --- Price/Day --- Description

Wretched --- 0–5 ip

Inhumane conditions with no home—sneaking into barns, huddling in crates, and relying on others. Constant threats of violence, disease, and hunger. Beneath notice.

Squalid --- 5 ip

Leaky stable, vermin-infested hut or flophouse. Rife with violence and disease. Often exiled or marked by failure. Little to no legal protection.

Poor --- 10 ip

Simple food and lodging. A flophouse room or tavern common area. Some legal protection, but crime and disease are still threats.

Modest --- 1 sp

Stable food, clean but simple lodging. Outside slums—boarding houses, temples. Ideal for students, laborers, and hedge wizards.

Comfortable --- 2 sp

Decent clothing, reliable private room or cottage. Occasional luxuries. Merchants, officers, and tradespeople live here.

Wealthy --- 5+ sp

Luxury housing, private staff, spacious rooms. Merchant princes, famous adventurers, or elite royal servants.

Aristocratic

– Low Aristocracy -- 20+ sp

Rural nobles with local power and land.

– High Aristocracy --- 50+ sp

City nobles with national or international influence.

Royalty

– Royal Sons/Daughters --- 1+ cp

Opulence beyond most aristocrats.

– Queens/Kings --- 5+ cp

World-shaping rulers.

Wealth Breakdown and Living Costs

10. Item Costs & Services

Prices reflect the economy of Prime based on Imperium’s currency.

Potions

Item --- Cost --- Description

Lesser Healing Potion --- 25 ip

Heals surface wounds. Safe for children.

Healing Potion --- 3 sp

Repairs minor internal injuries.

Lesser Mana Potion --- 15 ip

Restores 50 Mana.

Mana Potion --- 70 ip

Restores 200 Mana.

High Mana Potion --- 2 sp

Restores 500 Mana.

High Maximum Mana Potion --- 30 sp

Boosts max Mana by 500 for 5 mins.

Lesser Potion of Invisibility --- 25 sp

Grants [F-tier] invisibility for 1 minute.

Beverages:

Clean Water

20 oz Tankard --- 1 ip

Gallon (6x) --- 6 ip

Barrel (40 gal) --- 2.5 sp

256 servings

Ale

20 oz Tankard --- 2 ip

Gallon (6x) --- 12 ip

Keg (15.5 gal) --- 2 sp

100 servings

Barrel (40 gal) --- 5 sp

256 servings

Wine

Common (pitcher) --- 12 ip

Basic wine.

Fine (bottle) --- 10 sp

Aged, known vintage.

Exquisite (bottle) --- 50 sp

Rare and perfectly aged.

Food & Dining

Banquet (event) --- 10 sp

Full service w/ drinks and meals.

Bread (loaf) --- 2 ip

Basic food staple.

Soup (bowl, 25 oz) --- 3 ip

Hearty meal.

Cheese (4 oz) --- 8 ip

Single serving.

Cheese (wheel, 80 oz) --- 1.6 sp

20 servings.

Meat (½ lb chunk) --- 20 ip

Small cuts or off-cuts.

Meat (3–4 lb slab) --- 2 sp

High-quality, serves 3–4.

Lodging Costs (per day)

Lodging Type --- Cost --- Description

Squalid --- 3 ip --- Shelter and protection ring.

Poor --- 5 ip --- Small room, basic services.

Modest --- 50 ip --- Clean, basic comfort.

Comfortable --- 1 sp --- Private and pleasant.

Wealthy --- 3 sp --- Luxury and full services.

Aristocratic --- 15 sp --- Opulent and exclusive.

Meal Costs (per day)

Lifestyle --- Cost --- Description

Squalid --- 1–2 ip --- Minimal nourishment.

Poor --- 5 ip --- Soup and bread.

Modest --- 30 ip --- Daily hearty meal.

Comfortable --- 65 ip --- Quality food with variety.

Wealthy --- 1 sp --- Lavish daily meals.

Aristocratic --- 2 sp --- Gourmet multi-course service.

Services

Service Type --- Cost

Modest Service --- 20 ip

Comfortable Service --- 35 ip

Wealthy Service --- 1 sp

Aristocratic Service --- 3 sp

Animal Upkeep

Animal Type --- Cost --- Description

Horse --- 50 ip --- Grain, stable, water, care.

Small Animal --- 1–5 ip --- Basic food and water.

Medium Animal --- 10–25 ip --- Some meat/veggie feed.

Large Animal --- 40–80 ip --- Grain, water, and shelter.

Mana Springs

Mana Springs are regulated and often under noble control to ensure fair use and safety.

Spring Tier --- Cost --- Mana Recovery Rate --- Description

F-tier --- 15 ip (flat fee) --- 10 mph (0.167 mpm)

For the lower class. Low-grade.

E-tier --- 10 ip/hour --- 100 mph (1.67 mpm)

Clean and regulated.

D-tier --- 1 sp/hour --- 500 mph (8.3 mpm)

Public servant tier.

C-tier --- 20 sp/hour --- 5,000 mph (83 mpm)

Adventurer-exclusive.

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