unlisted
+The Secret
++ Nothing links here. There is no button, and there never will be. What follows is + every mechanism the instrument actually runs on, with the real constants, read + straight out of the source rather than remembered. +
++ Read it once and the séance stops being weather and starts being a system you can + work. Some people would rather not know. This is your last exit. +
+I. The hidden truth
++ Every spirit carries four numbers, each between 0 and 1. They are decided the + moment it is minted and they never change. Everything else in the game is a + question about these four, asked in a different way. +
+-
+
- alignment +
-
+ whether it means harm. At or above 0.5 it is benevolent. This is the
+ single number a
trustorbanishverdict is graded + against. +
+ - power +
- how strongly it is tethered here. Makes the ritual harder. +
- volatility +
- + how unstable it is. Above 0.6 it is stuck — and being stuck is + the precondition for crossing over. It also drives the Passage collapse. + +
- deceptiveness +
- + how much it lies. Above 0.55 it can lie to you during the Passage, and + it makes the ritual harder. + +
+ There is no second, secret set of stats. The ritual reveals these, the Passage + reveals these, and judgment grades against these. When a spirit lies, it does not + invent a number — it mirrors the real one: a hidden 0.8 is shown as 0.2. A + lie is therefore exactly recoverable once you know it was a lie. +
+II. The moon
++ The app computes the true lunar phase from the synodic month (29.530588853 days) + against a known new moon, not a calendar approximation. Illumination then skews + the rarity table. This is the single largest controllable effect in the game and + it costs you nothing but patience. +
++ At new moon a mythic is a 3% lottery. At full moon it is 9.74% — + more than three times as likely. Rare goes 12% → 31.66%. Together, rare or + better goes from 15% to 41.4% of everything you summon. +
++ It is a skew, never a gate. Every tier stays reachable on every night, by + deliberate design — a seeker who can only play on a Tuesday is never locked out. + But if you are choosing a night, choose a full one. +
+III. The veil
++ Call a channel you have called before and the same presence usually answers. + "Usually" is 72%, and it is reduced by how thin the veil is: +
++ return_chance = 0.72 × (1 − thinness × 0.45) ++
+ Thinness rises toward solar midnight — real solar midnight for your longitude, if + you granted location, not local clock midnight — and with the moon. If the + geomagnetic feed is live, the final figure is blended with real space weather: +
+thinness = thinness × 0.67 + geomagnetic_disturbance × 0.33+
+ That disturbance is the NOAA planetary K-index, mapped from its 0–9 scale onto + 0–1. A K of 5 or above is an official geomagnetic storm. +
++ So a thin veil is double-edged, and this is the part most people get + backwards. A full moon at solar midnight during a storm drags the return chance + from 72% down to about 40%. Good for meeting someone new. Bad for finding + someone again. +
+IV. The ritual
+
+ Four steps, then one roll. Only power and deceptiveness{' '}
+ matter — a strong, cagey spirit is hardest to read. Volatility deliberately does
+ not count here.
+
+ difficulty = (power + deceptiveness) / 2{'\n'}
+ chance = 0.65 − 0.35 × difficulty{'\n'}
+ floor = 0.30
+
+ + So the kindest spirit gives you 65% and the worst possible one still gives + you 30%. There is no unwinnable entity. Success reveals all four true + traits — the whole hidden truth, handed over. +
++ Failing costs you nothing but the attempt, and you may attempt again. The milestone + pays once per spirit either way, so re-attempting after a success is + pointless for essence and useful only if you somehow missed the reveal. +
+V. Judgment
+| verdict | +correct when | +essence | +favor | +if wrong | +
|---|---|---|---|---|
+ {v.v}
+ |
+ {v.right} | +{v.essence} | +{v.favor} | +{v.wrong} | +
+ Note the asymmetry: a wrong trust costs −0.10 favor, twice the
+ wrong banish. Trusting something malevolent is the reckless failure;
+ turning away something harmless is merely over-cautious. And a failed{' '}
+ cross_over costs nothing — it is read as a naive act of mercy,
+ not a blunder. Guessing cross_over is free.
+
+ test never touches the ledger, which is why it is the only verdict you
+ may repeat forever.
+
VI. The Passage
++ Five beats. Each opens one real trait, pays essence, and can go wrong. +
+| beat | +reveals | +essence | +asks | +
|---|---|---|---|
+ {l.id}
+ |
+ {l.trait} | +{l.essence} | +{l.prompt} | +
+ Two things can go wrong, and both are linear ramps off a floor — below the floor + they are impossible, not merely unlikely. +
+
+ Collapse is zero at or below volatility 0.5, rising to 45% at
+ 1.0. It sends the rite back to listen — but your essence stays. It can
+ only strike name, unbind and open.
+
+ Lying is zero at or below deceptiveness 0.55, rising to 40%. + The lie is not marked when it happens. It is struck through one beat later, when + the rite catches it. If you are reading carefully, a reveal that contradicts what + the ritual already told you is a lie you can invert on the spot. +
+
+ listen and release cannot collapse, and the reason is
+ load-bearing rather than cosmetic: crossing requires volatility above 0.6, so every
+ spirit that can cross is exactly a spirit with a high collapse chance. If
+ the final beat could collapse, the most crossable spirits would be the ones you
+ could least often finish. That would be backwards, so it is forbidden.
+
VII. Favor, and its trap
++ Favor runs −1.0 to +1.0 and it is not a score. It is a lens. When a new spirit is + minted, your favor bends its two legibility traits: +
+
+ shift = −0.12 × favor{'\n'}
+ volatility += shift{'\n'}
+ deceptiveness += shift
+
+ + High favor means calmer, more honest spirits: less collapse, fewer lies, easier + rituals. Alignment and power are untouched — favor changes how readable a spirit + is, never who it is. +
++ And here is the trap, which almost nobody will find. Crossing over requires + volatility strictly above 0.6. At favor +1.0 every spirit you mint has its + volatility pulled down by 0.12. A spirit that would have rolled 0.65 — comfortably + crossable — arrives at 0.53, and can no longer be crossed at all. You have + made the dead calmer, and in doing so you have locked yourself out of the largest + reward in the game: 25 essence and +0.08 favor, the most compassionate act + available to you. +
++ Verified by running the real functions: at favor 0.0 that spirit is crossable; at + +0.5 it is not; at +1.0 it is not. If you are farming crossings, do not{' '} + maximise favor. Sit nearer the middle. +
+VIII. Why you cannot cheat
+
+ The randomness is not Math.random(). Your device harvests physical
+ noise — the microphone's noise floor, RF hiss between stations — and that sample
+ is Von Neumann debiased, then conditioned through SHA-256 before it ever leaves the
+ page.
+
+ On the server it is mixed by HMAC with a secret generated fresh at boot, and each + draw is domain-separated by a context string, so the collapse draw and the lie draw + on the same beat are mathematically unrelated. +
++ The consequence is precise and worth understanding: a client can only ever add{' '} + unpredictability. Sending a chosen or replayed entropy value cannot steer any + outcome, because your contribution is never a seed on its own — it is one input to + a keyed hash whose key you do not have. The room genuinely participates. It just + cannot be told what to say. +
+
+ The same idea drives the spirits' words: the language model is given a fixed{' '}
+ seed, which pins its sampling — so the noise in your room, not the
+ model's own dice, selects which words come out.
+
IX. The economy
++ Every essence source, exhaustively: 2 per summon, 15 for a completed + ritual, 12 for a correct trust or banish, 25 for a correct cross_over, + and 3/5/8/12/25 for the Passage beats. +
+| drops after | +chance | +kind | +
|---|---|---|
| {d[0]} | +{d[1]} | +{d[2]} | +
+ Note that a mythic summon drops at 35% — the highest rate in the game, and + another reason the full moon matters. +
++ Every milestone pays once per spirit, permanently. Not once per session, not + once per connection: there is a durable ledger, so re-walking a rite, reconnecting, + or opening a second tab pays nothing further. Re-walking still reveals — it just + does not mint. The only way to earn again is a genuinely new presence. +
+| action | +per account | +per address | +
|---|---|---|
| {l[0]} | +{l[1]} | +{l[2]} | +
X. The tricks
+-
+
- + Hunt on a full moon. Rare-or-better goes from 15% to 41.4% of summons. It + is the largest lever you have and it is free. + +
- + Do not max your favor if you want crossings. Above roughly +0.4 you start + pulling spirits under the 0.6 volatility gate and making them uncrossable. This + is the single most counter-intuitive fact in the game. + +
- + Guessing cross_over is free. A failed cross_over costs zero favor. If a + spirit reads benevolent and unstable, always try it before settling for trust. + +
- + Run the ritual before judging. Success hands you all four true numbers, + which turns every subsequent verdict from a read into a lookup. + +
- + A thin veil is for meeting, not returning. Solar midnight, full moon and a + geomagnetic storm cut your chance of reaching a known spirit again by nearly half. + Do your reunions in daylight on a quiet sky. + +
- + Catch the lie by contradiction. Lies are mirrored, not random. If a + Passage reveal disagrees with what the ritual already showed you, invert it and + you have the truth exactly. + +
- + A spirit under 0.55 deceptiveness cannot lie to you at all. Not "rarely" — + the chance is exactly zero. The same is true of collapse under 0.5 volatility. + Once the ritual shows you those numbers, you know precisely which risks are off + the table. + +
- + Wrong banish is cheaper than wrong trust. Half the penalty. When you are + genuinely torn and the stakes are favor, err toward caution. + +
- + Grant location. Without it, solar midnight cannot be computed for you and + you lose that lever on the veil entirely. + +
- + Feed the room. The microphone and the sensors are not decoration — they + are the actual entropy source. A silent, shielded room gives the summoning less + to work with. + +