Skip to main content
unofficial.voyage wiki
Builder

Field index

Every documented field across all sections, searchable.

106 fields

  • attributeNamesAttributes

    Can be fully renamed or expanded.

  • startingAttributeValueAttributes

    The base value every attribute starts at before trait modifiers are applied.

  • lowAttributeThresholdAttributes

    Attribute score below which a character is considered "low" in that attribute.

  • lowAttributeTraitsAttributes

    Keyed map of traits automatically applied to characters whose score falls below lowAttributeThreshold.

  • attributeStatModifiersAttributes

    Maps each attribute to a resource boost.

  • attributeDamageModifiersAttributes

    Optional.

  • attributeDamageReductionModifiersAttributes

    Optional.

  • worldBackgroundStory Overview

    worldBackground is always in the AI's context — every story turn, every NPC generation, every quest.

  • questGenerationGuidanceStory Overview

    questGenerationGuidance is the primary lever for the structure and tone of engine-generated quests.

  • string.

  • initialValueResources

    number.

  • maxValueResources

    number.

  • rechargeRateResources

    integer.

  • restRechargeMultiplierResources

    number.

  • string.

  • gainPerLevelResources

    number.

  • isHealthResources

    boolean.

  • usageInstructionsResources

    string.

  • The lore content.

  • nameSkills

    Display name of the skill, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly equal…

  • typeSkills

    Must match a key in skillTypeDifficultyBonus.

  • attributeSkills

    Governs the attribute contribution to the check total.

  • descriptionSkills

    The primary AI guidance for this skill.

  • startingItemsSkills

    items given to players who start with this skill at character creation.

  • storyStartStory Starts

    The field is named storyStart, not narrative.

  • descriptionStory Starts

    Player-facing blurb shown in the story start selector UI, before the player begins.

  • firstQuestStory Starts

    Keep vague by default.

  • startingQuestsStory Starts

    Array of quest name strings set to available status at game start, before any trigger fires.

  • startingItemsStory Starts

    ⚠️ Warning: startingItems on story starts applies the same item to every player of that start regardless of their class, background, or any other…

  • questGenerationGuidanceStory Starts

    Layers on top of storySettings.questGenerationGuidance.

  • nameTraits

    Display name of the trait, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly equal…

  • resourcesTraits

    Adjusts resource pool maximums or starting values at character creation.

  • the width of each region in internal coordinate units.

  • the map footprint (in coordinate units) of a complexityType: "simple" location.

  • same as simpleRadius but for complexityType: "complex" locations, which are larger on the map.

  • regionLocationCountLocation Settings (Advanced)

    target density for AI-generated regions: how many points of interest the engine generates to make a region feel populated.

  • avgTravelDistance must be ≤ regionSize.

  • minimum distance between locations.

  • factions placed in AI-generated regions.

  • newRegionGenerationEnabledLocation Settings (Advanced)

    whether AI can create new regions during play.

  • enables random encounter system.

  • regionMapBorderFeatheringEnabledLocation Settings (Advanced)

    whether region map images fade out around their edges.

  • description serves two roles simultaneously: it's what the player reads at character selection, and it's the Background: field sent to the story AI every turn.

  • traits is how the premade gets its attributes, skills, resources, abilities, and starting items — via the normal trait pipeline.

  • replacesNpc — when this premade is selected, the named NPC is fully removed from game state.

  • Display name of the trait category, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be…

  • maxSelectionsTrait Categories

    how many traits from this category the player can choose.

  • required Array<string.

  • nameItems

    Display name of the item, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly equal…

  • categoryItems

    Must match a value in itemSettings.itemCategories.

  • slotItems

    Optional.

  • mediaContentItems

    Conditional string.

  • Display name of the faction, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…

  • factionTypeFactions

    "major" (multi-region, lots of resources) or "minor" (small local group).

  • Boolean (optional, defaults to true).

  • basicInfoFactions

    basicInfo format: 4-8 sentences, 400-800 chars.

  • hiddenInfoFactions

    Strong faction hiddenInfo covers four things: the truth that contradicts basicInfo, the internal schism or pressure that secret creates, what different…

  • itemSlotsItem Settings

    slot and category usually match.

  • startingItemsItem Settings

    items given to ALL players regardless of trait/start selection.

  • typeNPCs

    The NPC's npcTypes key — required (codec-enforced).

  • tierNPCs

    Controls intent complexity, health scaling, and damage output.

  • detailTypeNPCs

    Usually omit (auto-set at runtime).

  • levelNPCs

    Set explicitly for any NPC who should be stronger than the party — an explicit value is used as-is.

  • healthMultiplierNPCs

    Per-NPC scalar on the NPC's calculated maximum HP -- the value derived from level and tier.

  • personalityNPCs

    Must be an Array<string, not a single string.

  • abilitiesNPCs

    Narrative context for the AI, not references to the top-level abilities section.

  • visualDescriptionNPCs

    Read only by the image generator, never by the story narrator.

  • knownNPCs

    Set to false for NPCs the player must discover.

  • Display name of the ability, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…

  • requirementsAbilities

    All requirements in the array use AND logic — all must be satisfied simultaneously; the per-ability cap on requirements is shown in the Size Limits panel.

  • Check bonus added to the skill check total when the ability is used.

  • cooldownAbilities

    Turns before the ability can be used again.

  • Display name of the region, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…

  • npcLevelRangeRegions

    Each region declares the min and max levels the engine should target when generating ambient NPCs inside that region.

  • hiddenInfoRegions

    Do not use on regions.

  • realmRegions

    Must match a key in realms.

  • factionsRegions

    Display-name strings of factions with a broad, region-wide presence (patrols, political control, cultural influence).

  • imageUrlRegions

    Extra-codec optional string.

  • maxSkillLevel and maxSkillSuccessLevel must match.

  • skillXPRewards assigns XP gained per successful skill use by size category.

  • skillTypeDifficultyBonusSkill Settings (Advanced)

    skillTypeDifficultyBonus — flat bonus applied to all checks for skills of that type.

  • baseChanceToLearnNewSkillSkill Settings (Advanced)

    baseChanceToLearnNewSkill — probability of gaining a new skill the first time a character attempts it without having it.

  • newSkillGenerationEnabledSkill Settings (Advanced)

    newSkillGenerationEnabled — whether Voyage may invent entirely new skills during play.

  • additionalXPRequiredPerSkillLevelSkill Settings (Advanced)

    additionalXPRequiredPerSkillLevel — additional XP required per level beyond the starting threshold.

  • Display name of the location, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…

  • complexityTypeLocations

    "simple" | "complex" | "wilderness".

  • detailTypeLocations

    "basic" or "detailed" — required field (codec-enforced).

  • areas use description not basicInfo.

  • factionsLocations

    Optional Array<string.

  • npcLevelRangeLocations

    Optional { min, max } integer band constraining the levels of AI-generated NPCs in this specific location.

  • imageUrlLocations

    Optional string.

  • basicInfoLocations

    The public-facing description of a location.

  • hiddenInfoLocations

    The truth beneath the surface.

  • Global setting governing ability cooldowns.

  • Global setting for ability checks.

  • npcDailyHealingAmountCombat Settings (Advanced)

    📋 Note (npcDailyHealingAmount): Health NPCs recover by this amount per in-game day -- not tied to the Long Rest mechanic specifically.

  • 📋 Note (Custom damage types): Adding a type like "radiant" or "necrotic" to damageTypes makes it a valid value in npcTypes vulnerabilities, resistances,…

  • Display name of the NPC type, and must be byte-identical to the outer map key — the engine matches entries by key, so the key and name have to be exactly…

  • description - baseline behavior summary: how this creature type behaves socially and in combat, what motivates it, and how it perceives the player.

  • Display name of the realm, and must be byte-identical to the outer map key — the engine matches realms by key, and both regions..realm references and realm…

  • Realm access: players can only access locations inside known realms.

  • npcs: prepended/appended to every NPC portrait generation request.

  • locations: applied to every location art request.

  • regions: applied to every region art request.

  • characterLoraEnabledImage Prompt Configuration

    characterLoraEnabled (boolean): toggles Voyage's default character art style for character and NPC portrait generation.

  • locationLoraEnabledImage Prompt Configuration

    locationLoraEnabled (boolean): toggles Voyage's default location art style for location and region art.