Power Tiers and Density Classes
In Aetherbound, most things operate in rough bands refered to as 'power tiers'

They are named this way, as they indicate the tier of challenge in a Temple.

The Power tier of an object is based on it's Density Class, the power teir of a creature or challenge is based on it's Difficulty Class, in both cases this is shortened to DC and directly correlates to power tier.

Part of this comes from Aetherbound as a TTRPG, where a tier is the base DC of challenge.

Depending on the Density Class in an area, that area also has its own power tier, which determines the types of creatures that live there, and the monsters that manifest there.

In short, Power Tier = DC - 3

Temple Delving Challenges
When a group enters a temple, the Tier of the temple DC typically starts at the highest number of Marks that a person in the entering group has, but scales challenge to the number of people in that group. This means that being 'carried' through a temple puts weaker people at considerable risk.

The challenges of a temple will often 'work together' well, which means that large groups need effective communication to keep up with the challenge of a temple. The most common group sizes are 3 - 6 people.

In order to complete the final room of a temple tier, the Difficulty Class increases to the next floor. Then the group is able to enter a chamber that can be used to either Attune to the temple or Manifest a reward.

When a person clears a temple chamber, they will usually recieve a reward with DC equal to the current floor multiplied by their group size.

For example: a group of 4 Delvers clear a challenge on the second floor; at DC 2, a gemstone would have a value of about 5 GP, either 4 Slugs would manifest or 2 Disks.

If a person Manifests a reward, it will be of the power teir, equal to the number of temple "floors" cleared.

If a Delver wants to Attune to gain a new Affinity Mark, they need to have cleared a number of temple "floors" greater than their number of Affinity Marks

Because of this, Templars and Temple Farmers avoid gaining new Affinity Marks.

This means that:

If a person wants to Delve a temple to Attune and set their Heart Mark before adulthood, they would need to clear 3 floors, starting at Tier 2, with a final challenge of Tier 6.

For a person to get their 4th mark, they would need to clear 4 floors, starting at DC 3, with a final challenge of DC 8.

For a person to get their 5th mark, they would need to clear 5 floors, starting at DC 4, with a final challenge of DC 10.

For a person to get their 6th mark, they would need to clear 6 floors, starting at DC 5, with a final challenge of DC 12.

For a person to get their 7th mark, they would need to clear 7 floors, starting at DC 6, with a final challenge of DC 14.

For a person to get their 8th mark, they would need to clear 8 floors, starting at DC 7, with a final challenge of DC 16.

For a person to get their 9th mark, they would need to clear 9 floors, starting at DC 8, with a final challenge of DC 18.

For a person to get their 10th mark, they would need to clear 10 floors, starting at DC 9, with a final challenge of DC 20.

Tier 0 - No Magic - Abyss
For whatever reason, a Tier 0 area lacks magic. This means it is not recieveing sunlight, and ambient mana emitted by surroundings is being aborbed by something.

In an area like this, monsters would not manifest, and any people or creatures would become sick due to a lack of mana.

The Abyss Mist could flow freely in this area.

The Nether is at Tier 0 magical density.

Density Class 1 - Magical Desolation - Round - 1 SP
Description
Hardly any mana, has usually been specifically deprived for some reason.
Creatures
Small Insects, like Ants.
Power
Magical effects are pratically incapable of penetrating Vitality
Spells
Putting mana into a Glyph to active it's function, picking up an small object or making a candle flame.
Enviroment
Areas are desolate, not much life can grow here.
Gemstone
A DC 1 gemstone is a Round a small bead like gemstone, mainly used to trigger effects.
Other:
Spending too long in a DC 1 area would make a person sick, and cause children to be born as Deiren
Density Class 2 - Magically Barren - Slug - 3 SP
Description
Very Low Mana, Tier two regions are uncommon as it is less than natural sunlight, a DC 2 region usually indicates Mist exposure or magic being channeled somewhere else. Often areas surrounding Cities or temples can be Tier 2.
Creatures
DC 2 creatures include small animals such as birds, rabbits or fish.
Power
DC 2 is comparable to the strength of a baby or very young child. Capable of toppling an object but not causing real damage.
Spells
Making a rock, Reshaping a lock, Throwing a ball 20m
Enviroment
DC 2 areas are arid, only small plant life like grass and simple flowers can grow here.
Gemstone
A DC 2 gemstone is known as a Slug, a thin rod like gemstone, used to perform simple functions such as conjouring projectiles or making stamps
Other:
Spending too long in a DC 2 area would make a person sick and cause children to be born as Deiren
Density Class 3 - Tier 0 - Sparse Magic Regions - Disk - 5 SP
Description
Low Magic reasons, capable of Supporting life. DC 3 is the typical natural minimum, and is the normal density outside of islands in the broader skies.
Creatures
DC 3 creatures include small animals such as cats, small dogs, larger birds. Some weak monsters do manifest, like feral animals.
Power
DC 3 is comparable to the strength of a teenager, easily capable of causing injuries but also easily overlooked. Roughly 10 kg of force.
Spells
Conjouring a Dagger, Slicing a vegetable into chunks, Shaping wood into a chair
Enviroment
DC 3 enviroments are neither lush no barren, fields with flowers or sparse forests.
Gemstone
The DC 3 Gemstone is a Disk, a flat round gemstone.
Other:
DC 3 areas are capable of supporting Ren life, though most powerful mages will find their mana recovering at a diminished rate. If a person is sick while pregnant, they risk having a Deiren child.

Alfiren and Draren avoid these regions in attempts to preserve their bloodlines.

These regions are not dense enough to encourage Nueren or Falren births.

Density Class 4 - Tier 1 - Low Magic Regions - Monom - 10 SP
Description
DC 4 regions
Creatures
DC 4 creatures include small humaniod style creatures like Gobloids, Magmonkies
Power
DC 4 is comparable to the strength of a non-magically enhanced adult, roughly 20 KG of force.
Spells
DC 4 spells include administering painkillers, creating a temporary floating platform
Enviroment
DC 4 enviroments are
Gemstone
The DC 4 Gemstone is a Monom
Other:
Density Class 5 - Tier 2 - Light Magic Regions - Duom - 15 SP
Description
DC 5 regions
Creatures
DC 5 creatures include human sized creatures such as Solar Elk, Shadow Wolves
Power
DC 5 is comparable to a good human performance, roughly 50kg of force.
Spells
DC 5 spells include punching a hole in a tree
Enviroment
DC 5 enviroments are
Gemstone
The DC 5 Gemstone is a Duom
Other:
Density Class 6 - Tier 3 - Standard Magic Regions - Triom - 25 SP
Description
DC 6 regions are the most common
Creatures
DC 6 creatures include larger more powerful creatures, Giant Tide Crabs, Tusked Bears, Monitor Drakken
Power
DC 6 is comparable to athletic human performance, roughly 100kg of force. Similar to a 1m explosion.
Spells
DC 6 spells include
Enviroment
DC 6 enviroments are
Gemstone
The DC 6 Gemstone is a Triom
Other:
Density Class 7 - Tier 4 - Elevated Magic Regions - Quadom - 40 SP
Description
DC 7 regions
Creatures
DC 7 creatures include powerful magical creatures like Storm Spirits, or car sized creatures like Trinoceros
Power
DC 7 is comparable to peak human performance, roughly 300 kg of force. Enough to lift / launch most people with equipment. Similar to a 2m Explosion
Spells
DC 7 spells include regrowing a section of lost flest & muscle,
Enviroment
DC 7 enviroments are
Gemstone
The DC 7 Gemstone is a Quadom
Other:
Density Class 8 - Tier 5 - High Magic Regions - Pentom - 60 SP
Description
DC 8 regions
Creatures
DC 8 creatures include Large Magical Creatures like a Kinrama or Lesser Fiends like Lighting Strike Fiennds
Power
DC 8 is comparable to a small forklift or elevator, roughly 600 kg of force, enough to lift / launch medium size animals or projectiles of similar sizes to a fridge. Similar to a 3m Explosion
Spells
DC 8 spells include
Enviroment
DC 8 enviroments are
Gemstone
The DC 8 Gemstone is a Pentom
Other:
Density Class 9 - Tier 6 - Dense Magic Regions - Hexom - 100 SP
Description
DC 9 regions
Creatures
DC 9 creatures include
Power
DC 9 is comparable to a smaller car, roughly 1 500kg of force, enough to lift large car sized objects or projectiles. Similar to a 5m explosion
Spells
DC 9 spells include
Enviroment
DC 9 enviroments are
Gemstone
The DC 9 Gemstone is a Hexom
Other:
Density Class 10 - Tier 7 - - Septom - 150 SP
Description
DC 10 regions
Creatures
DC 10 creatures include
Power
DC 10 is comparable to a large vehicle like a bus roughly 10 000kg of force, enough to lift a smaller airship or create a large tree. Similar to a 10m Explosion
Spells
DC 10 spells include
Enviroment
DC 10 enviroments are
Gemstone
The DC 10 Gemstone is a Hexom
Other:
Density Class 11 - Tier 8 - - Octom - 250 SP
Description
DC 11 regions
Creatures
DC 11 creatures include
Power
DC 11 is comparable to Construction vehicle, roughly 250 000kg of force, enough to one side of destroy a building, similar to 15m explosion, enough to destroy the front of a building.
Spells
For a person to use a [DC:11] spell they would need to use a Septom and at least 125 of their own SP, which would render most caster unconscious.

DC 11 spells include allowing an Airship to phase through a blockade.

Enviroment
DC 11 enviroments are
Gemstone
The DC 11 Gemstone is a Octom
Other:

Density Class 12 - Tier 9 - - Nonom - 400 SP
Description
DC 12 regions
Creatures
DC 12 creatures include
Power
DC 12 is comparable to a ground to ground missile that could destroy an entire small building.
Spells
DC 12 spells include
Enviroment
DC 12 enviroments are
Gemstone
The DC 12 Gemstone is a Nonom
Other:
Density Class 13 - Tier 10 - - Decom - 600 SP
Description
DC 13 regions
Creatures
DC 13 creatures include
Power
DC 13 is comparable to a missile that could destroy entire large buildings
Spells
DC 13 spells include
Enviroment
DC 13 enviroments are
Gemstone
The DC 13 Gemstone is a Decom
Other:
Density Class 14 - Tier 11 - - Diaom - 800 SP
Description
DC 14 regions
Creatures
DC 14 creatures include
Power
DC 14 is comparable to the destruction of an area similar size to a sports stadium.
Spells
DC 14 spells include
Enviroment
DC 14 enviroments are
Gemstone
The DC 14 Gemstone is a Diaom
Other:
Density Class 15 - Tier 12 - - Spherom - 1 000 SP
Description
DC 15 regions
Creatures
DC 15 creatures include
Power
DC 15 is comparable to 'little boy' or 'fat man' the nuclear bombs dropped in world war to, enough to level a city of 2km radius
Spells
DC 15 spells include
Enviroment
DC 15 enviroments are
Gemstone
The DC 15 Gemstone is a Spherom
Other:
Wouldn't it be funny if I forgot this was here?