# Mana-Loop: Comprehensive Game Briefing Document **Document Version:** 1.0 **Generated:** Game Systems Analysis --- ## Table of Contents 1. [Executive Summary](#executive-summary) 2. [Core Game Loop](#core-game-loop) 3. [Mana System](#mana-system) 4. [Time & Incursion System](#time--incursion-system) 5. [Spire & Floor System](#spire--floor-system) 6. [Combat System](#combat-system) 7. [Guardian & Pact System](#guardian--pact-system) 8. [Attunement System](#attunement-system) 9. [Skill System](#skill-system) 10. [Equipment & Enchantment System](#equipment--enchantment-system) 11. [Golemancy System](#golemancy-system) 12. [Prestige/Loop System](#prestigeloop-system) 13. [Achievement System](#achievement-system) 14. [Formulas & Calculations](#formulas--calculations) 15. [System Interactions](#system-interactions) --- ## Executive Summary **Mana-Loop** is a browser-based incremental/idle game with a 30-day time loop mechanic. Players gather mana, study skills, climb a 100-floor spire, defeat guardians, sign pacts, enchant equipment, and prestige for permanent progression. **Key Differentiators:** - 3-class Attunement system (Enchanter, Invoker, Fabricator) - Equipment-based spell system (spells come from enchanted gear) - 5-tier skill evolution with milestone upgrade choices - Time pressure through incursion mechanic - Guardian pacts provide permanent multipliers --- ## Core Game Loop ### Primary Loop (Within Each Run) ``` ┌─────────────────────────────────────────────────────────────┐ │ TIME LOOP (30 Days) │ ├─────────────────────────────────────────────────────────────┤ │ ┌─────────┐ ┌──────────┐ ┌───────────┐ ┌───────┐ │ │ │ GATHER │───▶│ STUDY │───▶│ CLIMB │───▶│ CRAFT │ │ │ │ MANA │ │ SKILLS │ │ SPIRE │ │ GEAR │ │ │ └─────────┘ └──────────┘ └───────────┘ └───────┘ │ │ │ │ │ │ │ │ ▼ ▼ ▼ ▼ │ │ ┌─────────────────────────────────────────────────────┐ │ │ │ DEFEAT GUARDIANS → SIGN PACTS │ │ │ └─────────────────────────────────────────────────────┘ │ │ │ │ │ ▼ │ │ ┌─────────────────────────────────────────────────────┐ │ │ │ DAY 30: LOOP ENDS → GAIN INSIGHT │ │ │ └─────────────────────────────────────────────────────┘ │ └─────────────────────────────────────────────────────────────┘ ``` ### Game Actions | Action | Effect | Time Cost | |--------|--------|-----------| | **Meditate** | Regen mana with meditation bonus multiplier | Passive | | **Climb** | Progress through spire floors, cast spells | Active combat | | **Study** | Learn skills/spells, requires mana cost | Hours per level | | **Craft** | Create/enchant equipment | Hours per stage | | **Convert** | Auto-convert raw mana to elements | Per tick | | **Design** | Create enchantment designs | Hours | | **Prepare** | Ready equipment for enchanting | Hours + mana | | **Enchant** | Apply enchantment to equipment | Hours + mana | --- ## Mana System ### Mana Types Hierarchy ``` Raw Mana (Base Resource) │ ├──▶ Base Elements (7) ─────────────────────────────────────┐ │ Fire, Water, Air, Earth, Light, Dark, Death │ │ │ ├──▶ Utility Element (1) ───────────────────────────────────┤ │ Transference (Enchanter attunement) │ │ │ ├──▶ Compound Elements (3) ── Created from 2 base ──────────┤ │ Metal = Fire + Earth │ │ Sand = Earth + Water │ │ Lightning = Fire + Air │ │ │ └──▶ Exotic Elements (3) ── Created from advanced recipes ──┤ Crystal = Sand + Sand + Light │ Stellar = Fire + Fire + Light │ Void = Dark + Dark + Death │ ``` ### Mana Formulas **Maximum Raw Mana:** ``` maxMana = (100 + (manaWellLevel × 100) + (prestigeManaWell × 500) + equipmentBonuses) × maxManaMultiplier ``` **Maximum Elemental Mana:** ``` elementMax = (10 + (elemAttuneLevel × 50) + (prestigeElemAttune × 25)) × elementCapMultiplier ``` **Base Regeneration (per hour):** ``` baseRegen = 2 + (manaFlowLevel × 1) + (manaSpringLevel × 2) + (prestigeManaFlow × 0.5) effectiveRegen = baseRegen × (1 - incursionStrength) × meditationMultiplier ``` **Meditation Bonus:** ``` Base: 1 + min(hours/4, 0.5) = up to 1.5x after 4 hours With Meditation Focus skill: 2.5x after 4 hours With Deep Trance skill: 3.0x after 6 hours With Void Meditation skill: 5.0x after 8 hours ``` **Attunement Mana Conversion:** - Enchanter: Raw → Transference at 0.2/hour base (scales with level) - Fabricator: Raw → Earth at 0.25/hour base (scales with level) ### Mana Conversion Cost - **100 Raw Mana = 1 Elemental Mana** (for base elements) - Compound/Exotic elements are crafted, not converted --- ## Time & Incursion System ### Time Constants | Constant | Value | Description | |----------|-------|-------------| | `TICK_MS` | 200ms | Real time per game tick | | `HOURS_PER_TICK` | 0.04 | Game hours per tick | | `MAX_DAY` | 30 | Days per loop | | `INCURSION_START_DAY` | 20 | When incursion begins | ### Time Progression - 1 real second = 5 game hours (at 5 ticks/second) - 1 game day = 24 game hours = 4.8 real seconds - Full 30-day loop ≈ 2.4 real minutes ### Incursion Mechanic **Incursion Strength Formula:** ``` if (day < 20): incursionStrength = 0 else: incursionStrength = min(0.95, (totalHours / maxHours) × 0.95) ``` **Effects:** - Reduces mana regeneration by `(1 - incursionStrength)` - Starts at 0% on Day 20, reaches 95% by Day 30 - Creates urgency to complete objectives before loop ends --- ## Spire & Floor System ### Floor Generation **Floor Element Cycle:** ```javascript FLOOR_ELEM_CYCLE = ["fire", "water", "air", "earth", "light", "dark", "death"] element = FLOOR_ELEM_CYCLE[(floor - 1) % 7] ``` **Floor HP Formula:** ``` normalFloorHP = floor(100 + floor × 50 + floor^1.7) guardianFloorHP = GUARDIANS[floor].hp // Fixed values ``` **Guardian Floors:** 10, 20, 30, 40, 50, 60, 80, 90, 100 ### Room Types | Room Type | Chance | Description | |-----------|--------|-------------| | **Combat** | Default | Single enemy, normal combat | | **Guardian** | Fixed | Boss floor, always on guardian floors | | **Swarm** | 15% | 3-6 enemies with 40% HP each | | **Speed** | 10% | Enemy with dodge chance (25% base + 0.5%/floor) | | **Puzzle** | 20% on puzzle floors | Progress-based, faster with relevant attunement | ### Swarm Room Configuration ```javascript SWARM_CONFIG = { minEnemies: 3, maxEnemies: 6, hpMultiplier: 0.4, // Each enemy has 40% of normal HP armorBase: 0, armorPerFloor: 0.01 // +1% armor per 10 floors } ``` ### Speed Room Configuration ```javascript SPEED_ROOM_CONFIG = { baseDodgeChance: 0.25, // 25% base dodgePerFloor: 0.005, // +0.5% per floor maxDodge: 0.50 // Cap at 50% } ``` ### Armor Scaling ```javascript FLOOR_ARMOR_CONFIG = { baseChance: 0, // No armor before floor 10 chancePerFloor: 0.01, // +1% chance per floor after 10 maxArmorChance: 0.5, // Max 50% of floors have armor minArmor: 0.05, // Min 5% damage reduction maxArmor: 0.25 // Max 25% on non-guardians } ``` --- ## Combat System ### Spell Casting Mechanics **Cast Progress:** ``` progressPerTick = HOURS_PER_TICK × spellCastSpeed × totalAttackSpeed ``` **Spell Cast Speed:** - Each spell has a `castSpeed` value (casts per hour) - Higher = faster casting - Lightning spells get +30% effective cast speed **Damage Calculation:** ``` baseDamage = spellDamage + (combatTrainLevel × 5) pctBonus = 1 + (arcaneFuryLevel × 0.1) elemMastery = 1 + (elementalMasteryLevel × 0.15) pactMultiplier = product of all signed pact multipliers elementalBonus = getElementalBonus(spellElement, floorElement) finalDamage = baseDamage × pctBonus × pactMultiplier × elemMastery × elementalBonus ``` ### Elemental Effectiveness | Condition | Multiplier | |-----------|------------| | Spell same element as floor | 1.25x (25% bonus) | | Spell is opposite of floor element | 1.50x (Super Effective) | | Spell's opposite matches floor | 0.75x (Not Very Effective) | | Raw mana spells | 1.00x (No bonus) | **Element Opposites:** ``` Fire ↔ Water Air ↔ Earth Light ↔ Dark Lightning ↔ (none, but has armor pierce) ``` ### Armor & Damage Reduction **Effective Damage:** ``` effectiveArmor = max(0, enemyArmor - armorPierce) damageDealt = damage × (1 - effectiveArmor) ``` **Armor Pierce Sources:** - Lightning spells: 20-50% pierce - Metal spells: 25-60% pierce - Golems: 15-60% pierce ### Critical Hits ``` critChance = precisionLevel × 0.05 critMultiplier = 1.5 (base) ``` ### AOE Mechanics ``` aoeDamage = baseDamage × (1 - 0.1 × (numTargets - 1)) // 10% less damage per additional target ``` ### Special Combat Effects | Effect | Description | |--------|-------------| | **Burn** | Damage over time | | **Freeze** | Prevents dodge (100% freeze = no dodge) | | **Stun** | Temporary disable | | **Pierce** | Ignores percentage of armor | | **Chain** | Hits multiple targets | | **AOE** | Area damage | | **Buff** | Damage multiplier | --- ## Guardian & Pact System ### Guardian Floors & Stats | Floor | Guardian | Element | HP | Pact Mult | Armor | Unique Perk | |-------|----------|---------|-----|-----------|-------|-------------| | 10 | Ignis Prime | Fire | 5,000 | 1.5x | 10% | Fire spells cast 10% faster | | 20 | Aqua Regia | Water | 15,000 | 1.75x | 15% | Water spells +15% damage | | 30 | Ventus Rex | Air | 30,000 | 2.0x | 18% | Air spells 15% crit chance | | 40 | Terra Firma | Earth | 50,000 | 2.25x | 25% | Earth spells +25% vs guardians | | 50 | Lux Aeterna | Light | 80,000 | 2.5x | 20% | Light spells reveal weaknesses (+20% dmg) | | 60 | Umbra Mortis | Dark | 120,000 | 2.75x | 22% | Dark spells +25% vs armored | | 80 | Mors Ultima | Death | 250,000 | 3.25x | 25% | Death spells execute <20% HP | | 90 | Primordialis | Void | 400,000 | 4.0x | 30% | Void spells ignore 30% resistance | | 100 | The Awakened One | Stellar | 1,000,000 | 5.0x | 35% | All spells +50% dmg, 25% faster | ### Guardian Boons When a pact is signed, the guardian grants permanent boons: | Boon Type | Effect | Example | |-----------|--------|---------| | `maxMana` | +Max raw mana | +50 to +500 | | `manaRegen` | +Regen/hour | +0.5 to +2 | | `castingSpeed` | +% cast speed | +5% | | `elementalDamage` | +% element damage | +5% to +20% | | `rawDamage` | +% all damage | +10% | | `critChance` | +% crit chance | N/A | | `critDamage` | +% crit multiplier | +15% | | `insightGain` | +% insight | +10% to +25% | ### Pact Ritual **Pact Costs:** ```javascript pactCost: 500 to 150,000 (raw mana) pactTime: 2 to 24 (hours for ritual) ``` **Victory Condition:** - Defeat floor 100 guardian AND sign the pact - Awards 3x normal insight --- ## Attunement System ### Overview Attunements are class-like specializations that grant unique capabilities and skill access. ### The Three Attunements #### 1. Enchanter (Right Hand) ✅ Fully Implemented | Property | Value | |----------|-------| | **Slot** | Right Hand | | **Primary Mana** | Transference | | **Raw Regen** | +0.5/hour base | | **Conversion** | 0.2 raw→transference/hour | | **Unlock** | Starting attunement | **Capabilities:** - Enchanting equipment - Disenchanting for mana recovery **Skill Categories Unlocked:** - `enchant` - Enchanting efficiency - `effectResearch` - Unlock enchantment effects --- #### 2. Invoker (Chest) ⚠️ Partially Implemented | Property | Value | |----------|-------| | **Slot** | Chest | | **Primary Mana** | None (gains from pacts) | | **Raw Regen** | +0.3/hour base | | **Conversion** | None | | **Unlock** | Defeat first guardian | **Capabilities:** - Form pacts with guardians - Access guardian powers - Elemental mastery through pacts **Skill Categories Unlocked:** - `invocation` - ⚠️ No skills defined - `pact` - ⚠️ No skills defined --- #### 3. Fabricator (Left Hand) ✅ Implemented | Property | Value | |----------|-------| | **Slot** | Left Hand | | **Primary Mana** | Earth | | **Raw Regen** | +0.4/hour base | | **Conversion** | 0.25 raw→earth/hour | | **Unlock** | Prove crafting worth | **Capabilities:** - Golem crafting - Gear crafting - Earth shaping **Skill Categories Unlocked:** - `fabrication` - Crafting efficiency - `golemancy` - Golem control ### Attunement Leveling **XP Formula:** ``` Level 2: 1,000 XP Level 3: 2,500 XP Level 4: 5,000 XP Level 5: 10,000 XP Each level: 2× previous (approximately) Max Level: 10 ``` **Level Scaling:** ``` regenMultiplier = 1.5^(level - 1) conversionRate = baseRate × 1.5^(level - 1) ``` **XP Sources:** - Enchanting: 1 XP per 10 capacity used --- ## Skill System ### Skill Categories | Category | Attunement | Description | |----------|------------|-------------| | `mana` | Core | Max mana, regen, element cap | | `study` | Core | Study speed, cost reduction | | `research` | Core | Click bonuses, advanced meditation | | `ascension` | Core | Insight, guardian damage | | `enchant` | Enchanter | Enchanting efficiency | | `effectResearch` | Enchanter | Unlock enchantment effects | | `invocation` | Invoker | ⚠️ Not implemented | | `pact` | Invoker | ⚠️ Not implemented | | `fabrication` | Fabricator | Crafting speed | | `golemancy` | Fabricator | Golem control | | `craft` | Legacy | Basic crafting | ### Core Skills | Skill | Max | Effect | Study Time | |-------|-----|--------|------------| | Mana Well | 10 | +100 max mana/level | 4h | | Mana Flow | 10 | +1 regen/level | 5h | | Elem. Attunement | 10 | +50 element cap/level | 4h | | Mana Overflow | 5 | +25% click mana/level | 6h | | Quick Learner | 10 | +10% study speed/level | 4h | | Focused Mind | 10 | -5% study cost/level | 5h | | Meditation Focus | 1 | 2.5x regen after 4h | 6h | ### Skill Tier Evolution **5-Tier System:** ``` Tier 1: Base skill (multiplier ×1) Tier 2: Enhanced (multiplier ×10) Tier 3: Master (multiplier ×100) Tier 4: Legendary (multiplier ×1,000) Tier 5: Mythic (multiplier ×10,000) ``` **Tier Up:** - Requires max level (10) in current tier - Unlocks new skill ID (e.g., `manaWell_t2`) ### Milestone Upgrades **At Level 5 and Level 10:** - Choose 2 upgrades from 4+ options - Upgrades can be stat multipliers, bonuses, or special effects - Some upgrades have upgrade paths **Example Mana Well Tier 1 Upgrades:** | Level | Upgrade | Effect | |-------|---------|--------| | 5 | Expanded Capacity | +25% max mana | | 5 | Natural Spring | +0.5 regen | | 5 | Mana Threshold | +30% max, -10% regen | | 10 | Deep Reservoir | +50% max (replaces Expanded) | | 10 | Deep Wellspring | +50% meditation efficiency | ### Enchanter Skills | Skill | Max | Requirement | Effect | |-------|-----|-------------|--------| | Enchanting | 10 | Enchanter 1 | Unlocks enchantment design | | Efficient Enchant | 5 | Enchanter 2, Enchanting 3 | -5% capacity cost/level | | Disenchanting | 3 | Enchanter 1, Enchanting 2 | +20% mana recovery/level | | Enchant Speed | 5 | Enchanter 1, Enchanting 2 | -10% time/level | | Scroll Crafting | 3 | Enchanter 3, Enchanting 5 | ⚠️ Not implemented | | Essence Refining | 5 | Enchanter 2, Enchanting 4 | +10% effect power/level | ### Golemancy Skills | Skill | Max | Requirement | Effect | |-------|-----|-------------|--------| | Golem Mastery | 5 | Fabricator 2 | +10% golem damage/level | | Golem Efficiency | 5 | Fabricator 2 | +5% attack speed/level | | Golem Longevity | 3 | Fabricator 3 | +1 floor duration/level | | Golem Siphon | 3 | Fabricator 3 | -10% maintenance/level | | Advanced Golemancy | 1 | Fabricator 5, Mastery 3 | Unlock hybrid golems | --- ## Equipment & Enchantment System ### Equipment Slots ``` mainHand - Staves, Wands, Swords offHand - Shields, Catalysts head - Hoods, Hats, Helms body - Robes, Armor hands - Gloves, Gauntlets feet - Boots, Shoes accessory1 - Rings, Amulets accessory2 - Rings, Amulets ``` ### Equipment Categories | Category | Slots | Description | |----------|-------|-------------| | Caster | Main Hand | Staves and wands for spellcasting | | Sword | Main Hand | Magic swords with weapon enchants | | Catalyst | Main Hand | Amplifies magical effects | | Shield | Off Hand | Defensive equipment | | Head/Body/Hands/Feet | Respective | Armor pieces | | Accessory | Accessory1/2 | Rings and amulets | ### Equipment Instance Structure ```typescript interface EquipmentInstance { instanceId: string; // Unique ID typeId: string; // Reference to EquipmentType name: string; enchantments: AppliedEnchantment[]; usedCapacity: number; // Current capacity used totalCapacity: number; // Max capacity rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary' | 'mythic'; quality: number; // 0-100 } ``` ### Enchantment Process (3 Stages) #### Stage 1: Design - Create enchantment design - Select effects from unlocked pool - Calculate capacity cost - Time: Base 1h + 0.5h per effect stack **Capacity Cost Formula:** ``` totalCost = Σ(effect.baseCost × (1 + 0.2 × stackIndex) × (1 - efficiencyBonus)) ``` #### Stage 2: Prepare - Prepare equipment for enchanting - Mana cost: capacity × 10 - Time: 2h + 1h per 50 capacity #### Stage 3: Apply - Apply enchantment design - Mana per hour: 20 + 5 per effect stack - Time: 2h + 1h per effect stack - Grants Enchanter XP: 1 XP per 10 capacity ### Enchantment Effect Categories | Category | Description | Equipment Types | |----------|-------------|-----------------| | **Spell** | Grants spell ability | Casters only | | **Mana** | Max/regen/click bonuses | Casters, Catalysts, Head, Body, Accessories | | **Combat** | Damage, crit, speed | Casters, Hands | | **Utility** | Study, meditation, insight | Most equipment | | **Special** | Unique effects | Various | | **Elemental** | Weapon enchantments | Swords, Casters | ### Starting Equipment | Slot | Item | Enchantment | Capacity | |------|------|-------------|----------| | Main Hand | Basic Staff | Mana Bolt spell | 50/50 | | Body | Civilian Shirt | None | 0/30 | | Feet | Civilian Shoes | None | 0/15 | --- ## Golemancy System ### Golem Slots ``` Fabricator Level 2: 1 slot Fabricator Level 4: 2 slots Fabricator Level 6: 3 slots Fabricator Level 8: 4 slots Fabricator Level 10: 5 slots slots = floor(fabricatorLevel / 2) ``` ### Golem Types #### Base Golems | Golem | Element | Damage | Speed | Armor Pierce | Unlock | |-------|---------|--------|-------|--------------|--------| | Earth Golem | Earth | 8 | 1.5/h | 15% | Fabricator 2 | #### Elemental Variants | Golem | Element | Damage | Speed | Pierce | Unlock | |-------|---------|--------|-------|--------|--------| | Steel Golem | Metal | 12 | 1.2/h | 35% | Metal mana unlocked | | Crystal Golem | Crystal | 18 | 1.0/h | 25% | Crystal mana unlocked | | Sand Golem | Sand | 6 | 2.0/h | 10% | Sand mana unlocked | #### Advanced Hybrid Golems (Enchanter 5 + Fabricator 5) | Golem | Elements | Damage | Speed | Pierce | Special | |-------|----------|--------|-------|--------|---------| | Lava Golem | Earth + Fire | 15 | 1.0/h | 20% | AOE 2 | | Galvanic Golem | Metal + Lightning | 10 | 3.5/h | 45% | Fast | | Obsidian Golem | Earth + Dark | 25 | 0.8/h | 50% | High damage | | Prism Golem | Crystal + Light | 20 | 1.5/h | 35% | AOE 3 | | Quicksilver Golem | Metal + Water | 8 | 4.0/h | 30% | Very fast | | Voidstone Golem | Earth + Void | 40 | 0.6/h | 60% | Ultimate | ### Golem Costs **Summon Cost (one-time per floor):** ``` Earth Golem: 10 Earth Steel Golem: 8 Metal + 5 Earth Crystal Golem: 6 Crystal + 3 Earth ``` **Maintenance Cost (per tick):** ``` Earth Golem: 0.5 Earth/hour Steel Golem: 0.6 Metal + 0.2 Earth/hour ``` ### Golem Duration ``` baseDuration = 1 floor with Golem Longevity: +1 floor per level (max 4 floors) ``` ### Golem Combat **Attack Progress:** ``` progressPerTick = HOURS_PER_TICK × attackSpeed × efficiencyBonus ``` **Damage:** ``` damage = baseDamage × (1 + golemMastery × 0.1) ``` --- ## Prestige/Loop System ### Loop End Conditions | Condition | Result | |-----------|--------| | Day 30 reached | Loop ends, gain insight | | Floor 100 + Pact 100 signed | Victory! 3× insight | ### Insight Formula ``` baseInsight = floor(maxFloorReached × 15 + totalManaGathered / 500 + signedPacts.length × 150) finalInsight = floor(baseInsight × (1 + insightAmpLevel × 0.25) × skillBonus) ``` ### Prestige Upgrades | Upgrade | Max | Cost | Effect | |---------|-----|------|--------| | Mana Well | 5 | 500 | +500 starting max mana | | Mana Flow | 10 | 750 | +0.5 permanent regen | | Deep Memory | 5 | 1000 | +1 memory slot | | Insight Amp | 4 | 1500 | +25% insight gain | | Spire Key | 5 | 4000 | Start at floor +2 | | Temporal Echo | 5 | 3000 | +10% mana generation | | Steady Hand | 5 | 1200 | -15% durability loss | | Ancient Knowledge | 5 | 2000 | Start with blueprint | | Elemental Attune | 10 | 600 | +25 element cap | | Spell Memory | 3 | 2500 | Start with random spell | | Guardian Pact | 5 | 3500 | +10% pact multiplier | | Quick Start | 3 | 400 | +100 starting mana | | Elem. Start | 3 | 800 | +5 each unlocked element | ### Memory System - **Base slots:** 3 - **Additional:** +1 per Deep Memory level - **Memories:** Spells or skills preserved across loops --- ## Achievement System ### Achievement Categories | Category | Description | |----------|-------------| | `mana` | Mana gathering milestones | | `combat` | Combat achievements | | `progression` | Floor/guardian progression | | `crafting` | Equipment and enchanting | | `prestige` | Loop and insight milestones | ### Achievement Rewards | Reward Type | Effect | |-------------|--------| | `insight` | One-time insight bonus | | `manaBonus` | Permanent max mana | | `damageBonus` | Permanent damage increase | | `regenBonus` | Permanent regen increase | | `title` | Cosmetic title | | `unlockEffect` | Unlocks enchantment effect | --- ## Formulas & Calculations ### Damage Calculation (Complete) ```javascript function calcDamage(state, spellId, floorElement) { const spell = SPELLS_DEF[spellId]; // Base damage let damage = spell.dmg + (state.skills.combatTrain || 0) * 5; // Percentage multipliers damage *= 1 + (state.skills.arcaneFury || 0) * 0.1; // Elemental mastery damage *= 1 + (state.skills.elementalMastery || 0) * 0.15; // Guardian bane (vs guardians only) if (isGuardian) { damage *= 1 + (state.skills.guardianBane || 0) * 0.2; } // Pact multiplier damage *= state.signedPacts.reduce((m, f) => m * GUARDIANS[f].pact, 1); // Elemental effectiveness damage *= getElementalBonus(spell.elem, floorElement); // Critical hit const critChance = (state.skills.precision || 0) * 0.05; if (Math.random() < critChance) { damage *= 1.5; } // Equipment effects damage *= effects.baseDamageMultiplier; damage += effects.baseDamageBonus; // Armor reduction const effectiveArmor = Math.max(0, enemyArmor - armorPierce); damage *= (1 - effectiveArmor); return Math.floor(damage); } ``` ### Study Time Calculation ```javascript effectiveStudyTime = baseStudyTime × tier / studySpeedMultiplier studySpeedMultiplier = 1 + (quickLearnerLevel × 0.1) + equipmentBonus ``` ### Study Cost Calculation ```javascript effectiveCost = floor(baseCost × (currentLevel + 1) × tier × costMultiplier) costMultiplier = 1 - (focusedMindLevel × 0.05) ``` ### DPS Calculation ```javascript dps = (damage × castSpeed × attackSpeedMultiplier) / hour ``` --- ## System Interactions ### Primary Interaction Map ``` ┌─────────────────────────────────────────────────────────────────────────┐ │ CORE SYSTEM INTERACTIONS │ ├─────────────────────────────────────────────────────────────────────────┤ │ │ │ ┌──────────┐ ┌──────────┐ ┌──────────┐ │ │ │ MANA │────────▶│ SKILLS │────────▶│ COMBAT │ │ │ └──────────┘ └──────────┘ └──────────┘ │ │ │ │ │ │ │ │ │ │ │ │ ▼ ▼ ▼ │ │ ┌──────────┐ ┌──────────┐ ┌──────────┐ │ │ │ATTUNEMENT│────────▶│ENCHANTING│────────▶│ SPIRE │ │ │ └──────────┘ └──────────┘ └──────────┘ │ │ │ │ │ │ │ │ │ │ │ │ ▼ ▼ ▼ │ │ ┌──────────┐ ┌──────────┐ ┌──────────┐ │ │ │GOLEMANCY │ │EQUIPMENT │────────▶│ GUARDIAN │ │ │ └──────────┘ └──────────┘ └──────────┘ │ │ │ │ │ ▼ │ │ ┌──────────┐ │ │ │ PACT │ │ │ └──────────┘ │ │ │ │ │ ▼ │ │ ┌──────────┐ │ │ │ PRESTIGE │ │ │ └──────────┘ │ └─────────────────────────────────────────────────────────────────────────┘ ``` ### Key System Dependencies | System | Depends On | Unlocks/Enables | |--------|------------|-----------------| | **Skills** | Mana (cost) | All combat/crafting bonuses | | **Enchanting** | Enchanter attunement, Skills | Equipment spells, bonuses | | **Golemancy** | Fabricator attunement, Earth mana | Additional combat damage | | **Pacts** | Guardian defeat | Permanent multipliers, boons | | **Prestige** | Loop completion | Permanent upgrades, memories | | **Equipment** | Crafting/Blueprints | Spell access, stat bonuses | ### Progression Gates 1. **Early Game (Floors 1-10):** - Mana gathering and regen - Basic skills (mana, study categories) - Starting equipment 2. **Mid Game (Floors 10-40):** - First guardian pacts - Attunement unlocking - Equipment enchanting - Golemancy (Fabricator) 3. **Late Game (Floors 40-80):** - Compound/exotic elements - Hybrid golems - Skill tier evolution - Advanced enchantments 4. **End Game (Floors 80-100):** - Void/Stellar/Crystal spells - Ultimate golems - Victory preparation --- ## Appendix: Known Issues ### Missing Implementations 1. **Invocation Skills** - Category defined but no skills 2. **Pact Skills** - Category defined but no skills 3. **Scroll Crafting** - Skill exists, no system 4. **Field Repair** - Skill exists, no repair system ### Balance Concerns 1. Exotic elements require extreme mana investment 2. Incursion creates hard time pressure without counterplay 3. Equipment progression limited after starting gear --- *End of Game Briefing Document*