feature: add new composite and exotic mana types (ticket #202)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 17s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 17s
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@@ -106,15 +106,23 @@ Raw Mana (Base Resource)
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├──▶ Utility Element (1) ───────────────────────────────────┤
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│ Transference (Enchanter attunement — UNLOCKED at start)│
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│ │
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├──▶ Composite Elements (3) ── Created from 2 base ─────────┤
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├──▶ Composite Elements (8) ── Created from 2 base ────────┤
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│ Metal = Fire + Earth │
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│ Sand = Earth + Water │
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│ Lightning = Fire + Air │
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│ Frost = Air + Water │
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│ BlackFlame = Dark + Fire │
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│ Radiant Flames = Light + Fire │
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│ Miasma = Air + Death │
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│ Shadow Glass = Earth + Dark │
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│ │
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└──▶ Exotic Elements (3) ── Created from advanced recipes ──┤
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└──▶ Exotic Elements (6) ── Created from advanced recipes ──┤
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Crystal = Sand + Sand + Light │
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Stellar = Fire + Fire + Light │
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Stellar = Plasma + Light + Fire │
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Void = Dark + Dark + Death │
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Soul = Light + Dark + Transference │
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Time = Soul + Sand + Transference │
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Plasma = Lightning + Fire + Transference │
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```
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Only **Transference** is unlocked at start. All other elements must be unlocked through guardian pacts.
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@@ -291,8 +299,10 @@ damage *= (1 - effectiveArmor)
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**Element Opposites:**
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```
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Fire ↔ Water Air ↔ Earth Light ↔ Dark
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Lightning → Earth (grounding)
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Fire ↔ Water Air ↔ Earth Light ↔ Dark
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Fire ↔ Frost Lightning → Earth (grounding)
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BlackFlame ↔ Water Radiant Flames ↔ Dark
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Miasma ↔ Light Shadow Glass ↔ Light
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```
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### Spell Tiers
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@@ -303,12 +313,13 @@ Lightning → Earth (grounding)
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| 1 | Basic Elemental | Fireball, Water Jet, Gust, Stone Bullet, Light Lance, Shadow Bolt, Drain |
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| 1 | Lightning | Spark, Lightning Bolt, Chain Lightning, Storm Call |
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| 1 | Compound | Metal Shard, Iron Fist, Sand Blast, Sandstorm |
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| 1 | Compound+ | Frost Bolt, BlackFlame Bolt, Cursed Flame, Toxic Cloud, Shadow Spike |
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| 1 | AOE | Fireball AOE, Frost Nova, Meteor Shower, Blizzard |
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| 1 | Utility | Transfer Strike, Mana Rip, Essence Drain |
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| 2 | Advanced | Inferno, Tidal Wave, Earthquake, Hurricane |
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| 3 | Master | Pyroclasm, Tsunami, Meteor Strike, Heaven Light, Oblivion |
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| 3 | Compound Master | Furnace Blast, Dune Collapse |
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| 4 | Legendary | Stellar Nova, Void Collapse, Crystal Shatter |
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| 4 | Legendary | Stellar Nova, Void Collapse, Crystal Shatter, Soul Rend, Time Warp, Plasma Cannon |
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### Spell Effects
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- `burn`: Damage over time
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@@ -337,23 +348,33 @@ Lightning → Earth (grounding)
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| 70 | Mors Ultima | death | 25% | 3.0× | 25,000 | 14h |
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| 80 | Vinculum Arcana | transference | 20% | 3.25× | 35,000 | 16h |
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#### Tier 2 — Composite Elements (Floors 90–110)
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#### Tier 2 — Composite Elements (Floors 90–160)
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| Floor | Element | Armor | Pact Mult | Pact Cost | Pact Time |
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|-------|---------|-------|-----------|-----------|-----------|
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| 90 | metal | 30% | 3.5× | 60,000 | 18h |
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| 100 | sand | 25% | 3.75× | 80,000 | 20h |
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| 110 | lightning | 22% | 4.0× | 100,000 | 22h |
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| 120 | frost | 28% | 4.25× | 125,000 | 24h |
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| 130 | blackflame | 32% | 4.5× | 140,000 | 26h |
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| 140 | radiantflames | 25% | 4.75× | 160,000 | 28h |
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| 150 | miasma | 28% | 5.0× | 180,000 | 30h |
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| 160 | shadowglass | 33% | 5.25× | 200,000 | 32h |
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#### Tier 3 — Exotic Elements (Floors 120–140)
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#### Tier 3 — Exotic Elements (Floors 170–240)
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| Floor | Element | Armor | Pact Mult | Pact Cost | Pact Time |
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|-------|---------|-------|-----------|-----------|-----------|
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| 120 | crystal | 35% | 4.5× | 150,000 | 26h |
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| 130 | stellar | 30% | 5.0× | 200,000 | 30h |
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| 140 | void | 35% | 5.5× | 300,000 | 34h |
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| 170 | crystal | 35% | 5.5× | 220,000 | 37h |
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| 180 | stellar | 30% | 6.0× | 250,000 | 38h |
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| 190 | void | 35% | 6.5× | 300,000 | 39h |
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| 200 | soul | 30% | 7.0× | 330,000 | 40h |
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| 210 | time | 32% | 7.5× | 370,000 | 41h |
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| 220 | plasma | 28% | 8.0× | 400,000 | 42h |
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| 230 | crystal+stellar+void | 40% | 8.5× | 430,000 | 43h |
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| 240 | soul+time+plasma | 42% | 9.0× | 460,000 | 44h |
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Floors 90–140 have procedurally generated names via `generateGuardianName()`.
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Floors 90–240 have procedurally generated names via `generateGuardianName()`.
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#### Tier 4 — Combination Bosses (Floor 150+)
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@@ -406,6 +427,14 @@ HP(floor) = floor(5000 × (floor/10) ^ (1.1 + floor/200))
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| crystal | reflect (0.15) |
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| stellar | night_bonus (0.3) |
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| void | resist_ignore (0.4) |
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| frost | freeze (0.2) |
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| blackflame | curse+burn (0.15+0.15) |
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| radiantflames | blind+burn (0.15+0.1) |
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| miasma | corrosion+poison (0.2+0.15) |
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| shadowglass | armor_pierce+pierce (0.3+0.25) |
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| soul | defense_pierce (0.5), mana_drain (0.2) |
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| time | slow (0.3), temporal_snap (0.15) |
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| plasma | chain (3), burn (0.1) |
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### Guardian Boons (on pact)
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@@ -523,14 +552,14 @@ Players start with 1 active discipline slot. As total XP across all disciplines
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| `capped` | Grants stacking bonus tiers; each tier requires another `interval` XP beyond `threshold` |
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| `infinite` | Repeating bonus — a new stack every `interval` XP past `threshold` (no cap) |
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### Discipline Pools (34 Total)
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### Discipline Pools (50 Total)
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| Pool | File | Count | Requires |
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|------|------|-------|----------|
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| Base | `base.ts` | 1 | None |
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| Elemental Attunement | `elemental.ts` | 7 | None |
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| Elemental Attunement | `elemental.ts` | 15 | None |
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| Elemental Regen | `elemental-regen.ts` | 8 | None |
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| Advanced Regen | `elemental-regen-advanced.ts` | 6 | Mana type unlocked |
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| Advanced Regen | `elemental-regen-advanced.ts` | 14 | Mana type unlocked |
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| Enchanter Core | `enchanter.ts` | 4 | Enchanter attunement |
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| Enchanter Utility | `enchanter-utility.ts` | 2 | Enchanter attunement |
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| Enchanter Spells | `enchanter-spells.ts` | 3 | Enchanter attunement |
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@@ -911,8 +940,8 @@ getElementalBonus(spellElement, floorElement):
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1. **Early Game (Floors 1–10):** Mana gathering and regen, base disciplines, starting equipment
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2. **Mid Game (Floors 10–40):** First guardian pacts, attunement unlocking, attunement discipline pools, equipment enchanting, Golemancy
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3. **Late Game (Floors 40–140):** Compound/exotic elements, hybrid golems, advanced discipline perks, advanced enchantments, all guardian tiers
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4. **End Game (Floors 150+):** Combination bosses with dual elements, indefinite scaling
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3. **Late Game (Floors 40–240):** All 8 composite elements, all 6 exotic elements, hybrid golems, advanced discipline perks, advanced enchantments, all guardian tiers
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4. **End Game (Floors 250+):** Procedural combination bosses with dual/multi elements, indefinite scaling
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---
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