# Room Enchantments System — Design Spec > Describes the Room Enchantments system: a semi-combat, semi-preparation system for the > Enchanter attunement. Footwear enchantments passively stamp the room with elemental auras > during combat. The longer the fight, the more the room becomes the Enchanter's weapon. --- ## 1. Objective The Enchanter currently has no active combat system. The enchanting pipeline (Design → Prepare → Apply) is entirely offline. The Room Enchantments system adds an **always-on combat presence** that scales with time: as the Enchanter fights in a room, their enchanted footwear gradually covers the room with elemental aura effects that damage enemies, apply debuffs, or buff the player. **Design goals:** - Give the Enchanter an active combat identity distinct from Invocation (parallel cast track) and Golemancy (summoned units): the **environmental controller** - Create a "semi-combat, semi-preparation" loop: choose footwear enchantments offline, then they work passively during combat with no active input required - Give transference mana a combat application through the `boots_sigil_transference` enchantment and the coverage-rate discipline - Make longer fights (especially guardians) more rewarding the longer they go - Keep the system simple: one coverage meter, linear scaling, no thresholds or activation decisions during combat --- ## 2. Identity | Property | Value | |---|---| | **System name** | Room Enchantments | | **Attunement** | Enchanter | | **Equipment slot** | Feet | | **Core resource** | Coverage meter (0–100) per room | | **Primary mana** | Transference (discipline fuel + transference sigil regen) | | **Combat role** | Environmental aura control — scales with time-in-combat | | **Preparation** | Enchant boots via the existing Design → Prepare → Apply pipeline | | **Active element** | None — entirely passive during combat | ### Attunement Comparison | Attunement | Combat Identity | Scaling | Player Input | |---|---|---|---| | Invoker | Parallel auto-cast (guardian spells) | Charge meter fill/spend | Auto-activate | | Fabricator | Summoned golems (independent actors) | Golem maintenance | Design golems offline | | **Enchanter** | **Environmental aura control** | **Time-in-combat coverage** | **Enchant boots offline** | --- ## 3. Core Mechanic: The Coverage Meter ### 3.1 The Meter Each room has a single **coverage meter** from 0 to 100, stored on `FloorState`: ```typescript // Addition to FloorState in types/game.ts roomEnchantment: { coverage: number; // 0-100, current coverage percentage } | null; // null when no footwear room enchantments are equipped ``` - `null` when the player has no footwear with room enchantment sigils equipped. - Initialized to `{ coverage: 0 }` on room entry if footwear has room enchantments. - Resets to 0 on every room transition (fresh room, fresh canvas). ### 3.2 Coverage Growth Coverage grows by a flat amount per combat tick: ``` coveragePerTick = baseRate + disciplineBonus where: baseRate = 0.2 disciplineBonus = roomCoverageRateBonus (from the `room-coverage-rate` capped perk) ``` At base rate (no discipline bonus): - 0.2 per tick → 500 ticks to reach 100 - At 200ms/tick → **100 seconds real time** to full coverage Coverage growth requires ALL of the following: 1. Player is in `climb` action 2. Current room has living enemies (`floorHP > 0`) 3. Player has at least one footwear room enchantment equipped Coverage does **NOT** scale with cast speed, attack speed, transference spending, or any other stat. It is purely time-based. This is intentional — the system is designed to be zero-input during combat. ### 3.3 Coverage Cap Coverage is hard-capped at 100. Once full, room enchantments operate at full strength and stop accumulating. --- ## 4. Enchantment Definitions ### 4.1 Effect Category Room enchantments use `category: 'special'` with unique `specialId` values, following the exact same pattern as existing equipment effects (e.g., `sword_fire` → `specialId: 'fireBlade'`). They are defined alongside existing enchantment definitions. Allowed equipment category: `['feet']` only. ### 4.2 Effect Structure ```typescript // Room enchantment effects use the same EnchantmentEffectDef type // category: 'special' // effect.type: 'special' // effect.specialId: a unique string handled by the room enchantment tick processor ``` The `specialId` is a new convention: `room__` (e.g., `room_fire_damage`, `room_frost_debuff`, `room_transference_buff`). > **Note:** Room enchantment `specialId` values use the game's existing mana type names > (e.g., `death` not `poison`, `transference` not `arcane`) for consistency with the > 22 defined mana types. ### 4.3 Scaling Formula Each room enchantment's effect scales linearly with coverage: ``` effectMagnitude = baseMagnitude × (coverage / 100) ``` Examples: - `boots_sigil_fire` at 25% coverage: burn = 5 × 0.25 = **1.25 damage/tick** to all enemies - `boots_sigil_fire` at 50% coverage: burn = 5 × 0.50 = **2.5 damage/tick** to all enemies - `boots_sigil_fire` at 100% coverage: burn = 5 × 1.00 = **5 damage/tick** to all enemies All magnitudes are floating-point. Damage per tick is applied as-is (not rounded per tick; rounding only occurs on display). ### 4.4 Enchantment Table | Enchant ID | Name | specialId | Effect Type | Base Magnitude (at 100%) | Capacity Cost | |---|---|---|---|---|---| | `boots_sigil_fire` | Blazing Footsteps | `room_fire_damage` | Room DoT (burn all enemies) | 5 dmg/tick | 30 | | `boots_sigil_frost` | Frozen Trail | `room_frost_debuff` | Enemy slow | 10% slow | 25 | | `boots_sigil_death` | Necrotic Tread | `room_death_damage` | Room DoT (death all enemies) | 3 dmg/tick | 25 | | `boots_sigil_lightning` | Shocking Stride | `room_lightning_damage` | Single-target chain dmg | 3 dmg/tick random enemy | 28 | | `boots_sigil_dark` | Shadow Patch | `room_dark_dodge_debuff` | Enemy dodge reduction | −10% dodge | 22 | | `boots_sigil_earth` | Scoured Earth | `room_earth_armor_debuff` | Enemy armor reduction | −5% armor | 28 | | `boots_sigil_transference_ground` | Transference Grounds | `room_transference_buff` | Player cast speed | +5% cast speed | 20 | | `boots_sigil_transference_path` | Conductive Path | `room_transference_regen` | Transference mana regen | +10%/hr regen | 20 | All costs fit within footwear capacity range (15–35), meaning players can fit 1–2 room enchantments per pair of boots. ### 4.5 Effect Application Rules **DoT effects** (damage over time: fire, death, lightning): - Applied to ALL living enemies in the room each tick - Bypass armor — room-wide DoT ignores enemy armor, dodge, and barrier - Do NOT apply to dead enemies (hp ≤ 0) - For single-target effects (lightning): target is chosen randomly among living enemies each tick **Debuff effects** (frost slow, dark dodge reduction, dark armor reduction): - Applied as a modifier to all living enemies, recalculated each tick based on current coverage - Slow: reduces enemy dodge chance (negative value subtracted from base dodge) - Dodge reduction: directly reduces enemy dodge chance - Armor reduction: directly reduces enemy effectiveArmor (minimum 0) - Applied at the end of the room enchantment phase (after the DoT/debuff phase). Debuffs take effect on the **next** tick — there is a one-tick delay before reduced dodge/armor affects incoming attacks. This is intentional: the room enchantment phase runs late in the tick pipeline. **Buff/Regen effects** (transference cast speed, transference regen): - Applied as a modifier to the player's combat bonuses, recalculated each tick - Stored in the combat tick result and factored into existing `computeAllEffects()` math - Cast speed: added to `attackSpeedMultiplier` as `1 + (baseBonus × coverage%)` - Transference regen: added to transference mana regen per hour as `baseRegen × coverage%` > **Note on debuff timing:** Because the room enchantment phase runs after the DoT/debuff > phase in the tick pipeline, debuffs (frost slow, dark dodge reduction, dark armor reduction) > are applied to enemy state at the end of the tick. The modified enemy stats take effect > on the **following** tick when the enemy defense pipeline runs. This means there is always > a one-tick delay between coverage growth and debuff impact on incoming attacks. ### 4.6 Stacking Multiple Enchantments If the player has two room enchantments on their boots (e.g., `boots_sigil_fire` + `boots_sigil_frost`): - Both share the same coverage meter (there is only one) - Both scale off the same coverage percentage - Both apply their effects independently each tick - Total capacity cost must fit within the footwear's total capacity --- ## 5. State Changes ### 5.1 FloorState (`types/game.ts`) ```typescript export interface FloorState { // ... all existing fields ... // Room enchantment state — null when no footwear room enchants are equipped roomEnchantment: { coverage: number; // 0-100 } | null; } ``` ### 5.2 Combat Store Additions The combat store needs a new field to persist the previous room's coverage across room transitions (for the `resonant-stamps` perk). Add to `CombatState` in `combat-state.types.ts`: ```typescript // Room enchantment carryover (for resonant-stamps perk) lastRoomCoverage: number; // 0-20, carryover from previous room, resets on spire exit ``` And the corresponding action: ```typescript setLastRoomCoverage: (value: number) => void; ``` ### 5.3 Combat Processing The room enchantment tick is processed in `combat-actions.ts` → `processCombatTick()`, executed in the tick pipeline immediately after the DoT/debuff phase: ``` Tick order in processCombatTick: 1. Golem maintenance 2. Active spell casting 3. Equipment spell states 4. Invocation tick 5. Melee attacks 6. Golem attacks 7. DoT/debuff tick processing 8. ── Room enchantment tick ← NEW > **File size note:** `combat-actions.ts` is currently 377 lines. Adding the room > enchantment phase may push it toward the 400-line limit. If so, extract the phase > logic into a new file (e.g., `combat-room-enchantments.ts`) and call it from > `processCombatTick`. ``` ### 5.4 New Utility File A new file `src/lib/game/utils/room-enchantments-utils.ts` exports: ```typescript // Compute coverage per tick from discipline stats export function computeCoveragePerTick(disciplineBonus: number): number; // Apply all room enchantment effects for one tick // Returns updated { enemies, rawMana, elementStates, playerBuffs } export function applyRoomEnchantmentTick(params: { coverage: number; auraMagnitude: number; // roomEnchantmentAuraMagnitude from discipline effects equippedRoomEnchantments: Array<{ specialId: string; baseMagnitude: number }>; enemies: EnemyState[]; rawMana: number; elements: Record; }): { enemies: EnemyState[]; rawMana: number; elements: Record; playerBuffs: { castSpeedBonus: number; transferenceRegenBonus: number; }; }; // Get list of room enchantment effects from equipped footwear export function getEquippedRoomEnchantments( equippedInstances: Record, equipmentInstances: Record, ): Array<{ specialId: string; baseMagnitude: number }>; ``` ### 5.5 Room Transition Behavior Coverage resets on every room transition. This is handled in the existing `advanceRoomOrFloor()` flow in `combat-descent-actions.ts`: - When a new `FloorState` is generated (via `generateSpireFloorState()`), the new room starts with `roomEnchantment: null` - Just before the `FloorState` is finalized, the current room's coverage is saved to `lastRoomCoverage` on the combat store (capped at 20 if `resonant-stamps` perk is active, otherwise 0) - At the start of the combat tick, if `roomEnchantment` is null and the player has footwear room enchantments equipped, it is initialized to `{ coverage: lastRoomCoverage }` - If the player has no footwear room enchantments, it stays null and the room enchantment tick is skipped entirely - `lastRoomCoverage` resets to 0 on spire exit --- ## 6. Discipline Integration ### 6.1 New Discipline: Room Enchanting A new Enchanter discipline that directly enhances the Room Enchantment system. **Definition:** | Field | Value | |---|---| | **ID** | `room-enchanting` | | **Name** | Room Enchanting | | **Attunement** | `enchanter` | | **Mana Type** | `transference` | | **Base Cost** | 10 | | **Stat Bonus** | `roomEnchantmentAuraMagnitude` +0.10 (base) | | **Scaling Factor** | 100 | | **Difficulty Factor** | 150 | | **Drain Base** | 3 | **Main stat: `roomEnchantmentAuraMagnitude`** This stat is a multiplier on all room enchantment aura magnitudes: ``` effectMagnitude = baseMagnitude × coverage% × (1 + roomEnchantmentAuraMagnitude) ``` The stat scales with XP via the standard discipline math: ``` StatBonus = baseValue × (XP / scalingFactor)^0.65 = 0.10 × (XP / 100)^0.65 ``` This replaces the old `empowered-auras` perk — the main stat now continuously scales aura strength, while a new capped perk handles coverage rate. **Magnitude scaling at key XP levels:** | XP | Stat Bonus | Magnitude Multiplier | Fire DoT @ 100% coverage | |---|---|---|---| | 0 | +0.000 | 1.000× | 5.00 dmg/tick | | 100 | +0.100 | 1.100× | 5.50 dmg/tick | | 300 | +0.204 | 1.204× | 6.02 dmg/tick | | 500 | +0.285 | 1.285× | 6.42 dmg/tick | | 1000 | +0.447 | 1.447× | 7.23 dmg/tick | | 2000 | +0.701 | 1.701× | 8.50 dmg/tick | **Perks:** | Perk ID | Type | Threshold | Bonus | Description | |---|---|---|---|---| | `room-coverage-rate` | `capped` | 100 | Coverage rate +0.03/tick per tier, max 4 tiers | Room fills faster with each tier | | `resonant-stamps` | `once` | 500 | Carry 20% coverage between rooms (max 20% starting coverage) | Head start on each room, but never instant | **Perk details:** - **`room-coverage-rate`** (capped, threshold 100 XP, interval 150 XP, max 4 tiers): Each tier adds +0.03/tick to the coverage growth rate. Tier progression: 1 tier at 100 XP, 2 tiers at 250 XP, 3 tiers at 400 XP, 4 tiers at 550 XP (capped). | Tiers | Rate Bonus | Total Rate | Seconds to Fill | |---|---|---|---| | 0 (no perk) | +0.00 | 0.20/tick | 100.0s | | 1 (100 XP) | +0.03 | 0.23/tick | 87.0s | | 2 (250 XP) | +0.06 | 0.26/tick | 76.9s | | 3 (400 XP) | +0.09 | 0.29/tick | 69.0s | | 4 (550 XP) | +0.12 | 0.32/tick | 62.5s | At max tier (4), the room fills in ~62.5 seconds instead of 100 seconds — a 37.5% speedup. The perk is capped so coverage always requires meaningful combat time. - **`resonant-stamps`** (once @ 500 XP): When transitioning between rooms on the same floor, the carryover is computed as `min(20, previousRoom.coverage × 0.2)`. This means 20% of the previous room's coverage value carries over, capped at a maximum of 20 percentage points. Examples: ending at 80% → next room starts at 16%; ending at 100% → next room starts at 20% (the cap). This ensures the player always needs to actively build coverage during combat — the perk provides a head start but never eliminates the buildup phase. **State persistence:** The carryover value is stored in `lastRoomCoverage` on the combat store (see §5.2). When `advanceRoomOrFloor()` generates a new `FloorState` with `roomEnchantment: null`, the room enchantment tick reads `lastRoomCoverage` to initialize the new room's starting coverage. This field persists across room transitions within a climb but resets to 0 on spire exit. **Combined progression at key XP levels (stat + capped perk):** | XP | Coverage Rate | Magnitude | Fire DoT @ 100% | Time to Fill | |---|---|---|---|---| | 0 | 0.20/tick | 1.000× | 5.00 dmg/tick | 100.0s | | 100 | 0.23/tick | 1.100× | 5.50 dmg/tick | 87.0s | | 300 | 0.26/tick | 1.204× | 6.02 dmg/tick | 76.9s | | 500 | 0.29/tick | 1.285× | 6.42 dmg/tick | 69.0s | | 1000 | 0.32/tick | 1.447× | 7.23 dmg/tick | 62.5s | | 2000 | 0.32/tick | 1.701× | 8.50 dmg/tick | 62.5s | The capped perk maxes out at 550 XP (4 tiers, 0.32/tick, 62.5s). Beyond that, only the main stat continues to grow, increasing aura magnitude. At 2000 XP, the room still takes 62.5 seconds to fill but fire does 8.50 dmg/tick instead of 5.00 — a 70% damage increase from the main stat alone. ### 6.2 Discipline Dependency ``` room-enchanting (root — no prerequisites) ``` This is a root discipline with no prerequisites, making it available as soon as the Enchanter attunement is active. ### 6.3 Stat Registration The new stat `roomEnchantmentAuraMagnitude` must be added to: - `KNOWN_BONUS_STATS` in `discipline-effects.ts` - The `addBonus()` routing in `computeDisciplineEffects()` (no special routing needed — it's a standard bonus stat) ### 6.4 Enchantment Unlock Perks Room enchantment effects are unlocked via perks on the new discipline: | Perk ID | Type | Threshold | Unlocks | |---|---|---|---| | `room-sigil-fire` | `once` | 50 | `boots_sigil_fire` | | `room-sigil-frost` | `once` | 75 | `boots_sigil_frost` | | `room-sigil-death` | `once` | 100 | `boots_sigil_death` | | `room-sigil-lightning` | `once` | 125 | `boots_sigil_lightning` | | `room-sigil-dark` | `once` | 150 | `boots_sigil_dark` | | `room-sigil-earth` | `once` | 175 | `boots_sigil_earth` | | `room-sigil-transference-ground` | `once` | 100 | `boots_sigil_transference_ground` | | `room-sigil-transference-path` | `once` | 125 | `boots_sigil_transference_path` | --- ## 7. Data Flow Summary ``` gameStore.tick() → buildTickContext() [snapshots all stores] → processCombatTick() [combat-actions.ts] → ... (golem, spell, equipment, invocation, melee, DoT phases) ... → Room Enchantment Phase: 1. If roomEnchantment is null and player has footwear room enchants: Initialize roomEnchantment = { coverage: lastRoomCoverage } 2. If roomEnchantment is not null AND floorHP > 0: a. coverage += 0.2 + roomCoverageRateBonus b. Clamp coverage to 100 c. Magnitude multiplier = 1.0 + roomEnchantmentAuraMagnitude d. For each equipped room enchantment: - Compute magnitude = baseMagnitude × (coverage / 100) × magnitude multiplier e. Apply to enemies (DoT/debuffs) or player (buffs) f. Recalculate floorHP from updated enemy HP → applyTickWrites() [writes combat store changes back] On room transition (advanceRoomOrFloor): → Before generating new FloorState, save current coverage to combat store: lastRoomCoverage = resonant-stamps active ? min(20, currentRoom.coverage * 0.2) : 0 → New FloorState generated with roomEnchantment: null → Room enchantment tick reads lastRoomCoverage to initialize starting coverage ``` --- ## 8. UI Changes ### 8.1 RoomDisplay Component Add a **Room Enchantment Bar** to the combat room display in `RoomDisplay.tsx`, shown only when the player has footwear room enchantments equipped and the room has living enemies: ``` ┌─────────────────────────────────────────────┐ │ 🔥 Blazing Footsteps ████████████░░░░ 62% │ │ → Enemies burning: 3.1 dmg/tick │ │❄️ Frozen Trail ████████████░░░░ 62% │ │ → Enemies slowed: 6.2% │ └─────────────────────────────────────────────┘ ``` - Progress bar showing coverage percentage (0–100%) - Color-coded by element (fire = red, frost = blue, etc.) - Shows current effect magnitude in text below each bar - Only displayed when `roomEnchantment` is not null ### 8.2 Enchantment Designer Room enchantment effects appear in the existing `EffectSelector` component under a new "Room" filter category (or under "Special" with a "Room Only" tag). They are only selectable when the equipment type being designed for is in the `feet` category. ### 8.3 No New Tabs The room enchantment system does not require a new tab. All information is visible in the existing SpireCombatPage layout and the existing CraftingTab enchantment designer. --- ## 9. Acceptance Criteria | # | Criterion | |---|---| | AC-1 | `roomEnchantment` field exists on `FloorState` and defaults to `null`. | | AC-2 | Coverage initializes to `{ coverage: 0 }` on room entry when footwear has room enchantments equipped. | | AC-3 | Coverage resets to 0 on every room transition (new room = fresh coverage). | | AC-4 | Coverage grows at 0.2 per tick while in `climb` action with living enemies. | | AC-5 | Coverage is hard-capped at 100. | | AC-6 | Coverage does NOT grow when `floorHP <= 0` or `currentAction !== 'climb'`. | | AC-7 | At base rate (no discipline), coverage reaches 100 in ~100 seconds real time (500 ticks). | | AC-8 | Room DoT effects (fire, death, lightning) apply to ALL living enemies each tick, bypassing armor. | | AC-9 | Room debuff effects (frost slow, dark dodge reduction, earth armor reduction) modify enemy stats at end of room enchantment phase (one-tick delay before affecting incoming attacks). | | AC-10 | Room buff effects (transference cast speed, transference regen) are factored into player stat computation. | | AC-11 | Effect magnitudes scale linearly: `baseMagnitude × (coverage / 100)`. | | AC-12 | Multiple room enchantments on one pair of boots share the same coverage meter and apply independently. | | AC-13 | Total capacity cost of room enchantments must fit within footwear capacity (15–35). | | AC-14 | The `room-enchanting` discipline uses transference mana and has `roomEnchantmentAuraMagnitude` as its stat. | | AC-15 | `room-coverage-rate` capped perk adds +0.03/tick per tier, max 4 tiers. | | AC-16 | `room-coverage-rate` capped perk reaches max 4 tiers at 550 XP (0.12/tick, 62.5s to fill). | | AC-17 | `resonant-stamps` once perk computes carryover as `min(20, previousRoom.coverage × 0.2)`, stored in `lastRoomCoverage` on the combat store. | | AC-18 | Room enchantment effects are unlocked via discipline perks at the specified XP thresholds. | | AC-19 | Room enchantment effects only appear in the EffectSelector when designing for `feet` equipment. | | AC-20 | RoomDisplay shows coverage bar and current effect magnitudes when room enchantments are active. | | AC-21 | Existing saves without `roomEnchantment` field default to `null` (backward compatible). | | AC-22 | Existing saves without `roomEnchantmentAuraMagnitude` stat default to 0 (backward compatible). | --- ## 10. Files Reference | File | Role | |---|---| | `src/lib/game/types/game.ts` | Add `roomEnchantment` field to `FloorState` | | `src/lib/game/data/enchantments/special-effects.ts` | Add room enchantment effect definitions (8 effects) | | `src/lib/game/data/disciplines/enchanter.ts` | Add `room-enchanting` discipline definition with perks | > **Implementation note:** `enchanter.ts` currently has 4 disciplines (146 lines). Adding > `room-enchanting` with its ~8 unlock perks may push it toward the 400-line limit. > If so, create a new file `enchanter-combat.ts` (following the existing pattern of > `enchanter-utility.ts`, `enchanter-spells.ts`, etc.) and re-export from > `data/disciplines/index.ts`. | `src/lib/game/effects/discipline-effects.ts` | Add `roomEnchantmentAuraMagnitude` to `KNOWN_BONUS_STATS` | | `src/lib/game/stores/combat-actions.ts` | Add room enchantment phase in `processCombatTick` (after DoT phase) | | `src/lib/game/utils/room-enchantments-utils.ts` | **NEW** — Coverage computation, effect application, equipment scanning | | `src/components/game/tabs/SpireCombatPage/RoomDisplay.tsx` | Add coverage bar and effect magnitude display | | `src/components/game/crafting/EnchantmentDesigner/EffectSelector.tsx` | Show room enchantments when designing for feet | | `docs/specs/attunements/enchanter/systems/room-enchantments-spec.md` | **THIS FILE** | --- ## 11. Out of Scope - Active player input during combat (no button to spend transference for faster coverage) - Coverage scaling with cast speed, attack speed, or any combat stat - Coverage persisting between rooms at launch (added only via `resonant-stamps` perk) - Room enchantments on non-footwear equipment slots - Room enchantments interacting with golem combat - Room enchantments affecting non-combat rooms (library, recovery, treasure, puzzle) - Visual effects / animations for the coverage bar (UI-only indicator in v1) - Room enchantment effects that heal the player (violates no-healing rule) - More than 8 room enchantment types in v1 - Composite or exotic element room sigils in v1 (base 7 + transference only)