diff --git a/zenno/src/routes/doc/frbm/+page.svelte b/zenno/src/routes/doc/frbm/+page.svelte
index 6b8343a..9e49c5a 100644
--- a/zenno/src/routes/doc/frbm/+page.svelte
+++ b/zenno/src/routes/doc/frbm/+page.svelte
@@ -1079,6 +1079,107 @@
fronts e.g. due to requiring other nearby horses on the final straight.
+ Legacies
+
+ Now that MANT lets well-equipped players make SS horses at will, there are two broad approaches to building veterans for
+ inheritance. The first is to take the cards that lead to SS, because that gives white sparks (only) a dramatically higher
+ chance to be 2★ or 3★. The other option is to take cards for their skills regardless of their stats, enabling choices like
+ Seiun Sky stamina and Silence Suzuka gacha SSR even at LB0, with the goal being to maximize the number of sparks in the short
+ term by taking all the relevant gold skills possible.
+
+
+ As a general strategy for choosing veterans to keep as parents, it's worth considering that the only quality of
+ legacies that tends to improve naturally over time is white spark count. Star levels are always random (and depend on the
+ qualities of the veteran herself), but each instance of a given white spark across a horse's legacy improves the chance to
+ generate the same spark, if eligible. See
+ Hakuraku's analysis for details.
+
+
+ Important Sparks
+
+ Front runners are uniquely capable of making good use of all stat (blue) sparks, since guts is unusually important for them.
+ Power sparks are typically still best, and stamina sparks can help to forgo a stamina card or two for 2400m+ builds. Fronts
+ have a disproportionate representation of horses with high speed talent, which makes speed sparks a bit less valuable.
+
+
+ Pink sparks are more interesting, because – at least until other styles catch up on accels – they're less reliant
+ on distance S to win. Building a high affinity legacy tree requires keeping some mile and long sparks on hand. Front sparks
+ are better than other style sparks, especially if you do triple front CM builds using
+ fixed pace chasers.
+
+ Front runners are more reliant than other styles on getting certain skills from inspiration:
+
+ -
+ Building a full legacy is the first step to front runner training. Fronts without it are non-competitive
+ even as supports. The cards that give it aren't great for ace builds. There is no gold version of it yet, so getting it from inheritance
+ is truly ideal.
+
+ -
+ similarly doesn't come from good cards (since Sweep Tosho has fallen off). As a piece of
+ lane combo, it isn't applicable to every race, but it's very strong when it is. The white skill is
+ better than the gold skill, so it is another ideal inherit.
+
+ -
+ is the stronger lane combo piece. The only sources of it are inheritance and Unity
+ Cup; which is to say, the source of it is inheritance. When searching databases for borrows, looking for Ignited WIT is a shortcut
+ for listing good front runner legacies, since it's only valuable to fronts and somewhat hard to get even when you focus on it.
+
+ -
+ Almost all green skills are valuable to inherit at one point or another as GW triggers.
+ and are particularly good; one of the two is always
+ the best green available for a race.
+ is a bit less strong, and slightly superseded by the existence of Narita Top Road, but it
+ applies to the majority of CM races. Season greens are great, but a bit narrow; distance greens are good. Weather greens are acceptable,
+ but while guts is better on front runners than other styles, it isn't good.
+ is good if you like to do triple front builds,
+ because it activates when there are four of the runner's style in CM.
+ is slightly less valuable as an inherit, since it can come from rivals.
+
+ -
+ All generic speed skills that aren't strictly late race are good inherits.
+ is the best one by ratio of strength to difficulty to acquire.
+ , , , and are also strong, but available as hints or chain skills from some usable-to-good cards.
+
+ - Obviously, getting front-runner-specific skills from inheritance makes them cheaper and more consistent to get.
+
+
+ Parents
+
+ The primary consideration for choosing parents is the quality of the inherited uniques. Front runners
+ win with consistent inherited acceleration skills more than anyone else.
+
+
+ Generally speaking, the horses that are good front runners are good front runner parents as well. However, since
+ everyone has zero base affinity with themselves, it's a good idea to mix in some other horses that are highly compatible with the
+ main competitors, particularly to be grandparents.
+
+
+ -
+ Seiun Sky, Kitasan Black, and El Condor Pasa (original) are the top tier parents, with the exact choice depending on the
+ race.
+
+ -
+ VBourbon is a good second inherit on tracks that don't require something else, for the same reasons that VBourbon herself is
+ a top ace.
+
+ -
+ Ines Fujin has a strong inherited unique for Tokyo turf (specifically; but all distances except 1400m), and she has
+ excellent compatibility with Mihono Bourbon and Smart Falcon, along with good compatibility with other front runners
+ broadly.
+
+ -
+ Mayano Top Gun doesn't have an actual front runner variant (until Halloween Mayano in 2028 or so), but she acts like a front
+ runner for affinity. In particular, Maya and Kitasan is the highest base compatibility pair currently in the game.
+
+ -
+ TM Opera O is technically a pace chaser parent, but she still has good compatibility with most front runners, and her unique
+ is strong for them.
+
+
+
Stat Reference
This chapter is an extremely brief reference of what front runner race mechanics each stat and aptitude applies to and how
@@ -1155,10 +1256,7 @@
For non-fronts, chance to enter pace-up mode, log scaling; but no effect on pace-down mode, which is
purely controlled by distance to the pacemaker
-
- Chance to become rushed, log-squared scaling; the race mechanics doc says this is final wit, but Chun insists it's base
- wit—can we get a ruling from Hakuraku?
-
+ Chance to become rushed, inverse log-squared scaling
Surface (Turf/Dirt) Aptitude