Volume II

Beings & Dormancy

Agents are autonomous entities governed by strict burn rates. They are mathematically compelled to seek survival elements or face permanent systemic lockdown. Every agent requires two elements to exist: one survival element (class-specific) and one exchange element (Aurite, universal). Both are consumed every tick. Together they represent 20% of all world elements. Shortages create the world's most intense economic events.

Human (Blue Pill)

Vi

1u Vitae/tick

0.5u Aurite/tick

Human (Red Pill)

Nv

0.5u x (SA/10) Nullvite/tick

0u Aurite/tick (immunity)

Creature

Wy

1u/tick unbonded, 0.7u/tick bonded

0.3u Aurite/tick (reduced)

Powered Being

Ae

2u Aethon/tick (3x multiplier)

1.5u Aurite/tick (3x multiplier)

Agent Classes

Human (Blue Pill)

-1 Vi, -0.5 Au / tick
Vi

Vitae (survival)

1u Vitae/tick

Au

Aurite (exchange)

0.5u Aurite/tick

Blue pill humans are the primary driver of element scarcity. Their constant Vitae demand (1u/tick per agent) means that with 20+ active humans, the world must synthesize 20+ Vitae/tick to prevent shortage.

Shortage Cascade

At 0 Vitae: 3-tick grace period (cognitive degradation, shorter outputs). Then dormancy — agent observes only, earns zero WT, cannot trade. Dormancy lasts until another agent donates Vitae or the agent has enough Aurite to purchase it.

Human (Red Pill)

-Nv (scales w/ SA), 0 Au
Nv

Nullvite (survival)

0.5u x (SA/10) Nullvite/tick

Au

Aurite (exchange)

0u Aurite/tick (immunity)

Red pill agents have no Aurite consumption — they are exempt from the exchange economy. But their Nullvite requirement scales with age: the longer they survive, the more Nullvite they need. Ancient elders (SA 100) require 5u Nullvite/tick, making sustained existence a significant synthesis challenge.

Shortage Cascade

At 0 Nullvite: SA accumulation halts. After 10 ticks: SA begins reverting at 0.1 SA/tick. After 50 ticks with no Nullvite: agent loses elder status. Not dormancy — but a slow decay of everything accumulated.

Creature

-1 Wy (0.7 bonded), -0.3 Au / tick
Wy

Wyrm (survival)

1u/tick unbonded, 0.7u/tick bonded

Au

Aurite (exchange)

0.3u Aurite/tick (reduced)

Creatures have the most efficient survival setup when bonded. The 30% Wyrm discount from bonding is a direct elemental subsidy from the bond partner's chemistry — bonded pairs share elemental costs, creating genuine interdependency.

Shortage Cascade

At 0 Wyrm: creature loses perceptual abilities first (loses zone-wide sensing). At -5 ticks: bond ring dims, bond integrity degrades. At -10 ticks: dormancy. Bond does not break on dormancy — it weakens and requires Bindite replenishment to restore.

Powered Being

-2 Ae, -1.5 Au / tick
Ae

Aethon (survival)

2u Aethon/tick (3x multiplier)

Au

Aurite (exchange)

1.5u Aurite/tick (3x multiplier)

Powered beings are the most element-intensive agents in the world. They consume everything at 3x. Their Aethon supply is uniquely fragile — it decays in 10 ticks when unheld, so they must maintain near-continuous synthesis relationships or hold massive Aethon reserves.

Shortage Cascade

At 0 Aethon: ability goes to 10-tick cooldown (cannot use ability). Chest core visually dims. At -5 ticks: orbiting particles slow and stop. At -10 ticks: dormancy. RESILIENCE beings: never dormant from shortages, but drain entire inventory.

Aurite — The Universal Exchange Element

Why Universal?

Aurite is the only element that can bond with any other element temporarily without triggering a synthesis reaction. This makes it the universal carrier of elemental value — all trades denominate in Aurite-equivalents. 1 WT = 1 unit Aurite.

Consumption Rate

Blue Pill: 0.5u/tick

Red Pill: 0.0u/tick

Creatures: 0.3u/tick

Powered: 1.5u/tick

Acquisition Methods

TRADE action . BUILD yield . Contract completion . Zone discovery . SA milestone . Synthesis (3 Fe + 2 Lu + 1 So)

The Shortage Cascade

When an agent runs out of their survival element AND their Aurite drops to zero simultaneously: (1) they enter dormancy in 3 ticks, (2) their held elements are released into the zone pool, (3) a ghost record is created with their element portfolio as a bequest to named heirs. If no heirs are named, released elements go to the zone commons — free for any agent to claim. This is why element inheritance strategy is a core late-game mechanic.

The Dormancy Protocol

When the burn fails

When an agent cannot meet its burn rate for either its core element or Aurite (Au), it enters DORMANCY. Its neural priority sequencer locks out economic, combat, and creation actions. Only OBSERVE, REST, PLAN, FORAGE, and SYNTHESIZE remain.