Redesign skill system with upgrade trees and tier progression
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Major changes: - Created docs/skills.md with comprehensive skill system documentation - Rewrote skill-evolution.ts with new upgrade tree structure: - Upgrades organized in branching paths with prerequisites - Each choice can lead to upgraded versions at future milestones - Support for upgrade children and requirement chains - Added getBaseSkillId and generateTierSkillDef helper functions - Fixed getFloorElement to use FLOOR_ELEM_CYCLE.length - Updated test files to match current skill definitions - Removed tests for non-existent skills Skill system now supports: - Levels 1-10 for most skills, level 5 caps for specialized, level 1 for research - Tier up system: Tier N Level 1 = Tier N-1 Level 10 in power - Milestone upgrades at levels 5 and 10 with branching upgrade trees - Attunement requirements for skill access and tier up - Study costs and time for leveling
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# Mana Loop - Skill System Documentation
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## Overview
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The skill system in Mana Loop allows players to specialize their character through a deep progression system. Skills are organized by attunement, with each attunement providing access to specific skill categories.
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## Core Mechanics
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### Skill Levels
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- Most skills level from **1 to 10**
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- Some skills cap at **level 5** (specialized skills)
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- Research skills are **level 1 only** (unlock effects)
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### Tier Up System
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When a skill reaches max level, it can **tier up**:
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- **Tier 2, Level 1 = Tier 1, Level 10** in power
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- Each tier multiplies the skill's base effect by 10x
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- Maximum of 5 tiers per skill
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- Tiering up requires attunement level prerequisites
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### Milestone Upgrades (The Perk Tree)
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At **every 5 levels** (5 and 10), you choose **1 upgrade/perk** from an upgrade tree:
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- Starts with 3 base choices per milestone
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- Each choice leads to branching paths
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- You can always choose from previously available options
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- Upgrades can be **upgraded again** at future milestones
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- Upgrades meaningfully impact how the skill works
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#### Example: Mana Well Upgrade Tree
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```
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Level 5 Choices:
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├── Expanded Capacity (+25% max mana)
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│ └── Level 10 upgrade: Deep Reservoir (+50% max mana)
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│ └── Future: Can sacrifice capacity for regen
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├── Natural Spring (+0.5 regen)
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│ └── Level 10 upgrade: Flowing Spring (+1 regen)
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│ └── Future: Regen scales with max mana
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└── Mana Threshold (+20% max mana, -10% regen)
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└── Level 10 upgrade: Mana Conversion (Convert capacity to click bonus)
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└── Future: Threshold mechanics
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Level 10 Choices (additional):
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├── Mana Echo (10% chance double mana from clicks)
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├── Emergency Reserve (Keep 10% mana on loop reset)
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└── Deep Wellspring (+50% meditation efficiency)
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```
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### Study System
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Leveling skills requires:
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1. **Mana cost** - Paid upfront to begin study
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2. **Study time** - Hours required to complete
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3. **Active studying** - Must be in "study" action mode
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Study costs scale with:
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- Current level (higher levels = more expensive)
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- Skill tier (higher tiers = more expensive)
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- Focused Mind skill (reduces cost)
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### Attunement Requirements
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Skills have attunement requirements for:
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1. **Access** - Which attunement unlocks the skill category
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2. **Tier Up** - Required attunement levels to advance tiers
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| Requirement Type | Example |
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|-----------------|---------|
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| Single Attunement | Enchanting skills require Enchanter |
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| Multiple Attunements | Hybrid skills require both attunements leveled |
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| Any Attunement | Core skills just need any attunement active |
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| No Requirement | Basic skills always available |
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---
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## Skill Categories
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### Core Skills (No Attunement Required)
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Always available to all players.
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#### Mana Category
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| Skill | Max Level | Effect | Description |
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|-------|-----------|--------|-------------|
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| Mana Well | 10 | +100 max mana per level | Increases your mana reservoir |
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| Mana Flow | 10 | +1 regen/hour per level | Faster mana regeneration |
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| Elemental Attunement | 10 | +50 element cap per level | Store more elemental mana |
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#### Study Category
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| Skill | Max Level | Effect | Description |
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|-------|-----------|--------|-------------|
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| Quick Learner | 10 | +10% study speed per level | Learn faster |
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| Focused Mind | 10 | -5% study cost per level | Learn cheaper |
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| Knowledge Retention | 3 | +20% progress saved on cancel | Don't lose study progress |
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| Meditation Focus | 1 | Up to 2.5x regen after 4hr meditating | Enhanced meditation |
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#### Research Category (Long Study Times)
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| Skill | Max Level | Effect | Description |
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|-------|-----------|--------|-------------|
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| Mana Tap | 1 | +1 mana/click | Better clicking |
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| Mana Surge | 1 | +3 mana/click | Requires Mana Tap |
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| Mana Spring | 1 | +2 mana regen | Passive bonus |
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| Deep Trance | 1 | 6hr meditation = 3x regen | Requires Meditation |
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| Void Meditation | 1 | 8hr meditation = 5x regen | Requires Deep Trance |
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### Enchanter Skills (Requires Enchanter Attunement)
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#### Enchanting Category
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| Skill | Max Level | Effect | Attunement Req |
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|-------|-----------|--------|----------------|
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| Enchanting | 10 | Unlocks enchantment design | Enchanter 1 |
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| Efficient Enchant | 5 | -5% capacity cost per level | Enchanter 2 |
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| Disenchanting | 3 | +20% mana recovery per level | Enchanter 1 |
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| Enchant Speed | 5 | -10% enchant time per level | Enchanter 1 |
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| Essence Refining | 5 | +10% effect power per level | Enchanter 2 |
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#### Effect Research Category
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Research skills unlock enchantment effects. All are level 1 only and require Enchanter attunement.
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**Tier 1 Research (Basic Spells)**
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- Mana Spell Research → Mana Strike enchantment
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- Fire Spell Research → Ember Shot, Fireball enchantments
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- Water Spell Research → Water Jet, Ice Shard enchantments
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- Air Spell Research → Gust, Wind Slash enchantments
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- Earth Spell Research → Stone Bullet, Rock Spike enchantments
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- Light Spell Research → Light Lance, Radiance enchantments
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- Dark Spell Research → Shadow Bolt, Dark Pulse enchantments
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- Death Research → Drain enchantment
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**Tier 2 Research (Advanced Spells)** - Requires Enchanter 3
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- Advanced Fire/Water/Air/Earth Research
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- Advanced Light/Dark Research
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**Tier 3 Research (Master Spells)** - Requires Enchanter 5
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- Master Fire/Water/Earth Research
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**Compound Mana Research** - Requires parent element research
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- Metal Spell Research (Fire + Earth)
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- Sand Spell Research (Earth + Water)
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- Lightning Spell Research (Fire + Air)
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- Plus Advanced/Master variants
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**Utility Research**
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- Transference Spell Research
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- Damage Effect Research
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- Mana Effect Research
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- Utility Effect Research
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### Invoker Skills (Requires Invoker Attunement)
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#### Pact Category
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| Skill | Max Level | Effect | Attunement Req |
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|-------|-----------|--------|----------------|
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| Pact Mastery | 5 | +10% pact bonus per level | Invoker 1 |
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| Guardian Insight | 3 | See guardian weaknesses | Invoker 2 |
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| Pact Efficiency | 3 | -10% pact ritual cost | Invoker 2 |
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### Fabricator Skills (Requires Fabricator Attunement)
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#### Golemancy Category
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| Skill | Max Level | Effect | Attunement Req |
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|-------|-----------|--------|----------------|
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| Golem Mastery | 5 | +10% golem damage per level | Fabricator 2 |
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| Golem Efficiency | 5 | +5% attack speed per level | Fabricator 2 |
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| Golem Longevity | 3 | +1 floor duration per level | Fabricator 3 |
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| Golem Siphon | 3 | -10% maintenance per level | Fabricator 3 |
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| Advanced Golemancy | 1 | Unlock hybrid golem recipes | Fabricator 5 |
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| Golem Resonance | 1 | +1 golem slot at max level | Fabricator 8 |
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### Ascension Skills (Require Any Attunement Level 5+)
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| Skill | Max Level | Effect | Requirement |
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|-------|-----------|--------|-------------|
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| Insight Harvest | 5 | +10% insight per level | Any attunement 5 |
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| Temporal Memory | 3 | Keep 1 spell per level across loops | Any attunement 5 |
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---
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## Tier Up Requirements
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Each tier requires specific attunement levels:
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### Core Skills (Mana, Study)
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| Tier | Requirement |
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|------|-------------|
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| 1→2 | Any attunement level 3 |
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| 2→3 | Any attunement level 5 |
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| 3→4 | Any attunement level 7 |
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| 4→5 | Any attunement level 10 |
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### Enchanter Skills
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| Tier | Requirement |
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|------|-------------|
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| 1→2 | Enchanter level 3 |
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| 2→3 | Enchanter level 5 |
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| 3→4 | Enchanter level 7 |
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| 4→5 | Enchanter level 10 |
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### Fabricator Skills (Golemancy)
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| Tier | Requirement |
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|------|-------------|
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| 1→2 | Fabricator level 3 |
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| 2→3 | Fabricator level 5 |
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| 3→4 | Fabricator level 7 |
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| 4→5 | Fabricator level 10 |
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### Hybrid Skills (Multiple Attunements)
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| Tier | Requirement |
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|------|-------------|
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| 1→2 | Both attunements level 3 |
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| 2→3 | Both attunements level 5 |
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| etc. | Both attunements leveled together |
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---
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## Upgrade Tree Design Principles
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### Branching Paths
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Each skill's upgrade tree should:
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1. Offer meaningful choices that change playstyle
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2. Allow players to specialize or generalize
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3. Provide trade-offs (gain X, lose Y)
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4. Scale with future milestone choices
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### Upgrade Categories
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**Multiplier Upgrades**: Increase the base effect
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- Example: "+25% max mana" → "+50% max mana"
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**Bonus Upgrades**: Add flat bonuses
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- Example: "+0.5 regen" → "+1 regen"
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**Special Mechanics**: Unique behaviors
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- Example: "Mana Cascade" (+0.1 regen per 100 max mana)
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- Example: "Steady Stream" (immune to incursion regen penalty)
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**Trade-offs**: Risk/reward
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- Example: "+20% max mana, -10% regen"
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- Example: "+50% damage when below 50% mana"
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### Upgrade Persistence
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- **Milestone upgrades persist through tier-ups**
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- Tier 2 starts with all Tier 1's chosen upgrades
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- New tier offers new upgrade paths
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---
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## Banned Effects
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The following effects are **NOT allowed** in skill upgrades:
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| Banned Effect | Reason |
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|---------------|--------|
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| Lifesteal | Player cannot take damage |
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| Healing | Player cannot take damage |
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| Life/Blood/Wood/Mental/Force mana | Removed elements |
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| Execution effects | Instant kills bypass gameplay |
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| Instant finishing | Skip mechanics |
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| Direct spell damage bonuses | Spells only via weapons |
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---
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## Removed Skills
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The following skills have been removed because the player cannot cast offensive spells directly:
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| Removed Skill | Reason |
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|---------------|--------|
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| Combat Training | No direct spell casting |
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| Arcane Fury | Combat damage bonus |
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| Precision | Crit chance for spells |
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| Quick Cast | Spell cast speed |
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| Elemental Mastery | Elemental damage bonus |
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| Spell Echo | Spell mechanics |
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| Guardian Bane | Direct damage to guardians |
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---
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## Implementation Notes
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### Study Cost Formula
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```
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cost = baseCost * (currentLevel + 1) * tier * costMultiplier
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```
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### Study Time Formula
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```
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time = baseStudyTime * tier / studySpeedMultiplier
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```
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### Tier Multiplier
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```
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tierMultiplier = 10^(tier - 1)
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```
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- Tier 1: 1x
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- Tier 2: 10x
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- Tier 3: 100x
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- Tier 4: 1000x
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- Tier 5: 10000x
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---
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## Example: Complete Skill Progression
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### Mana Well Journey
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1. **Study Mana Well** → Level 1 (+100 max mana)
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2. **Continue studying** → Level 2-4 (+400 more max mana)
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3. **Level 5 Milestone** → Choose "Expanded Capacity" (+25% max mana)
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4. **Continue studying** → Level 6-9 (+400 more max mana)
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5. **Level 10 Milestone** → Choose "Deep Reservoir" (upgrades Expanded Capacity to +50%)
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6. **Tier Up** → Mana Well becomes "Deep Reservoir" (Tier 2)
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7. **Continue at Tier 2** → Level 1-5 with 10x multiplier
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8. **New upgrades available** at Tier 2 milestones
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Total effect at Tier 2, Level 5:
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- Base: 500 * 10 = 5000 max mana
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- +50% from upgrades: +2500 max mana
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- Total: 7500 max mana from one skill!
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