# **ACT AS A SENIOR GAME DESIGNER & ARCHITECT** ## **TASK: COMPREHENSIVE REBUILD OF SKILL SYSTEMS, UPGRADE TREES, AND CLASS MECHANICS** **WORKFLOW REQUIREMENT:** Before starting, run git pull to sync the repository. Throughout this task, you must git commit and git push after completing each major section (Invoker, Hybrids, Core Trees). ### **1\. THE CORE DESIGN PILLARS (STRICT GUARDRAILS)** You must scrub the existing codebase and documentation of any violations of these pillars: 1. **NO LOOP PRESERVATION:** Absolutely no skills, perks, or prestige upgrades may allow the carrying over of mana, spells, equipment, blueprints, or progress into a new loop. All meta-progression is handled EXCLUSIVELY via "Insight" multipliers. (Delete: *Temporal Memory*, *Emergency Reserve*, *Ancient Knowledge*, etc.) 2. **NO INSTANT FINISHING:** Remove all % chances to "instantly complete" study, enchanting, or fabrication. Progression must always cost Time. 3. **NO HEALING/LIFESTEAL:** The player has no HP; remove all survival-based recovery mechanics. 4. **NO TIMER ALTERATION:** You cannot extend, pause, or reset the 30-day limit. 5. **INCURSION MITIGATION:** Skills *can* reduce the severity of the "Incursion Penalty" (the mana regen debuff that grows over time), but the clock remains absolute. ### **2\. NEW ARCHITECTURE: THE 5-TIER CONTINUOUS TALENT TREE** Every skill with a max level of 10 must follow this "Talent Tree" structure across its 5 Tiers of mastery: * **Milestone Choices:** The player chooses 1 of 3 perks at **Level 5** and **Level 10** of EVERY Tier. * **Total Milestones:** A fully mastered Tier 5 skill will have **10 unique perk choices** active simultaneously. * **Compounding Paths:** Perks should belong to "Paths" (e.g., Capacity vs. Efficiency). If a player stays on one path, the bonuses must compound exponentially. * **Elite Perks:** At T3 L10 and T5 L10, the choices must be "Elite Perks"—game-changing mechanical shifts rather than simple stat buffs. ### **3\. CLASS & HYBRID SPECIFICATIONS** * **The Invoker:** * **Pacts:** Signing a Pact with a Guardian is the *only* way to unlock specific elemental mana types and raise their capacity caps. * **Incursion Pushback:** The Invoker's primary utility is using Pact power to "stabilize" the Spire, reducing the Incursion's mana-regen penalty. * **Pact Skills:** Each Guardian provides a unique sub-tree of skills. * **The Enchanter:** \* Strictly no direct offensive spells. All combat power must be imbued into weapons. * **Hybrid Skills (Unlocked when both parent attunements reach Level 5):** * **Invoker \+ Enchanter (Pact-Weaving):** Weave Guardian essence into weapon enchants OR world-effects (e.g., "Pact of the Scholar" to boost study speed). * **Fabricator \+ Invoker (Guardian Constructs):** Build monumental, singular golems. **Limit: Only 1 active at a time.** They must be vastly more durable (lasting many floors) and cost significantly less maintenance than standard golems. * **Fabricator \+ Enchanter (Enchanted Golemancy):** Imbuing golems with elemental spell logic. ### **4\. SAMPLE REFERENCE: "MANA WELL" FULL TALENT TREE** Use the following structure as the "Golden Standard" for all skill trees: **SKILL: MANA WELL (Base: Increases Max Mana)** | Tier | Level | Perk Choice A (The Reservoir) | Perk Choice B (The Filter) | Perk Choice C (The Battery) | | :---- | :---- | :---- | :---- | :---- | | **T1** | **L5** | **Deep Basin:** \+20% Max Mana | **Pure Stream:** \+10% Regen | **Spark Gap:** \+5% Spell Damage | | **T1** | **L10** | **Expanded Volume:** \+30% Max Mana | **Rapid Flow:** \+15% Regen | **Overcharge:** \+10% Spell Damage | | **T2** | **L5** | **Pressure Valve:** Mana Capacity also increases Regen by 2% of total. | **Fine Mesh:** Regen is 20% more effective while below 25% Mana. | **Stored Potential:** \+1% Crit chance per 1000 Max Mana. | | **T2** | **L10** | **Oceanic Reach:** \+50% Max Mana. | **Unstoppable Current:** Regen cannot be reduced below 50% of base by Incursion. | **Discharge:** Expending 50% of your tank in one spell triples its power. | | **T3** | **L5** | **Abyssal Depth:** Max Mana bonus from all sources increased by 1.5x. | **Osmosis:** Passive mana gain based on current floor height. | **Capacitor:** Spells cost 0 mana if your tank is above 90%. | | **T3** | **L10** | **\[ELITE\] SINGULARITY:** Max Mana is doubled, but Regen is halved. | **\[ELITE\] PERPETUALITY:** Incursion penalties no longer affect this skill's Regen bonuses. | **\[ELITE\] RESONANCE:** Weapon enchantments scale 1:1 with your current Max Mana. | | **T4** | **L5** | **Grand Reservoir:** \+100% Max Mana. | **Tidal Force:** Every 60 seconds, instantly restore 10% Mana. | **Voltage Spike:** \+50% Enchantment potency. | | **T4** | **L10** | **Pressure Mastery:** Regen bonus from Capacity (T2 L5) is doubled. | **Floodgates:** While at 0 Mana, gain a 5x Regen boost for 10 seconds. | **Arc Flash:** Enchanted weapons have a 20% chance to not consume mana. | | **T5** | **L5** | **Void Vessel:** \+200% Max Mana. | **Aetheric Breath:** Regen is calculated based on Max Mana instead of Base. | **God-Slayer Logic:** Critical hits grant 1% permanent (this loop) Spell Power. | | **T5** | **L10** | **\[ELITE\] ASCENSION:** Your Max Mana becomes infinite for the first 5 minutes of every Floor. | **\[ELITE\] NIRVANA:** The Incursion penalty is inverted; the more it should slow you, the faster you regenerate. | **\[ELITE\] OMNIPOTENCE:** You can equip an additional Enchantment on every weapon slot. | ### **5\. FINAL OUTPUT INSTRUCTIONS** 1. Rewrite the Skill definitions for all Attunements. 2. Generate the visual Talent Trees for **Mana Flow**, **Quick Learner**, **Invocation**, and **Pact Mastery**. 3. Define the **Hybrid Skills** list. 4. Ensure all code/logic is committed and pushed to the repository.