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Shelf Sections

Shelf labels combine floor number and map letter. The first floor runs 1A through 1N; the second floor runs 2A through 2Q. A title row can sit on any open tier inside its correct section, but the same-title volumes must stay together and ordered.

SectionFloorTitle rowsBook volumesWhat belongs here
1A - MonsterologyFirst floor12120Monster books, creature ecology, bestiaries, dragons, and monster behavior.
1B - Astrology and DivinationFirst floor12120Prophecy, omens, tarot, crystal reading, zodiac signs, and fortune-telling.
1C - Curses and DispelsFirst floor1264Curses, countercurses, sealing rites, and curse-breaking analysis.
1D - Bard and MusicFirst floor1264Chanting, enchanted music, bard spells, hymns, and magical sound theory.
1E - NecromancyFirst floor12120Ghosts, undead command, necromantic rituals, skeletons, zombies, and afterworld theory.
1F - TransfigurationFirst floor12120Transformation magic, mimicry, object alteration, therianthropy, and identity preservation.
1G - Magical Artifacts and EnchantingFirst floor1264Magical items, relics, crafting, rings, armor, enchantment, and gear repair.
1H - StealthFirst floor1264Invisibility, shadow magic, concealment, stealth combat, and hiding techniques.
1I - Illusion MagicFirst floor12120Illusions, hypnosis, perception, sensory tricks, and mental defense.
1J - Summoning MagicFirst floor12120Summoning circles, contracts, dragons, heroes, catastrophic entities, and otherworldly beings.
1K - Healer and Healing MagicFirst floor880Healing, poison cures, disease treatment, healer ethics, and restoration of mind.
1L - Holy MagicFirst floor880Holy power, purification, undead protection, barriers, and sacred target selection.
1M - Destruction MagicFirst floor20160The Book of Spells elemental and high-tier spell series from novice to legendary.
1N - Alchemy and Potion-MakingFirst floor20160Herbology, potions, synthesis, homunculi, alchemical tools, and transmutation.
2A - WarriorSecond floor12120Warriors, weapon use, parrying, battle logic, armor, berserkers, and sword saints.
2B - ArcherySecond floor12120Bows, arrows, arcane archery, hunters, fairies, and ranged tactics.
2C - Daily MagicSecond floor1896Everyday spells for home, commuting, job hunting, storage, cooking, sleep, and speech.
2D - MathematicsSecond floor1896Sorcery mathematics, magic circles, probability, mana equations, and magical analysis.
2E - Magical ArtSecond floor12120Magical artwork, living paintings, puppets, automata, circles, and drawing spells.
2F - ManagementSecond floor12120Institutions, guilds, training systems, party management, logistics, and discipline.
2G - EconomicsSecond floor1896Arcane markets, currency, patents, taxes, inflation, tariffs, logistics, and black markets.
2H - SociologySecond floor1896Labor, work culture, social structures, inequality, lifespans, media, and mana society.
2I - PsychologySecond floor12120Emotion, confidence, mind reading, happiness, backseat gaming, and psychological analysis.
2J - PhilosophySecond floor12120Ethics, metaphysics, self, science, determinism, soul, mind, body, and magical truth.
2K - JurisprudenceSecond floor1896Magical law, courts, contracts, constitutions, civil liability, guild law, and forbidden magic.
2L - Romance NovelsSecond floor1896Love-themed fiction, cursed romance, moonlit pacts, archmages, tycoons, and love potions.
2M - Mystery NovelsSecond floor860Detective fiction, reapers, astrologers, tribunals, pirates, and mystery cases.
2N - HistorySecond floor860Origins of magic, civilization, exploration, warfare, ancient manuscripts, and demon kings.
2O - The Travels of OtherworldSecond floor1280Magicless-world books about the internet, data, Wi-Fi, corporate life, and strange technology.
2P - DungeonsSecond floor860Dungeon architecture, abyss dungeons, resources, creatures, routes, tactics, and expeditions.
2Q - LanguageSecond floor860Elvish, demonic, fairy, dwarvish, draconic, language origins, and inter-species communication.